Truman Kilen
Truman Kilen
@Egaliterrier I've updated the `SoftObjectPath` struct to have the same change (I believe one is simply a wrapper of the other) which fixes that save. I took the liberty of...
This obviously uses components of Unreal Engine serialization, but it structurally doesn't look at all similar to a typical UE save file. There is no GVAS magic, the header with...
Some structs have custom serialization which adds extra data before or after the properties. This patch seems to allow this particular save to parse but probably is not general. The...
In https://github.com/trumank/uesave-rs/commit/4a58133c3dbec16132f494240774996897a0c392 I managed to get the save fully parsed and converted to JSON. Serialization the other direction has yet to be implemented but should be far easier. There were...
The actual significance of version numbers is minimal as long as they don't interfere with parsing and survive round trip so the game can read the save still. This also...
> 1. How do I know if the structure type I added is correct? > I did look up the lz4 decompressed file, but I could only read that it...
> Native linux support Is completely irrelevant as there is no Linux build of the game
IIRC this had something to do with UE4SS touching the DLL search path to load cpp mods and had to comment these lines out to get a particular game to...
I neglected to do anything with with any errors that come from reading the image from memory but you would have to log it out here to see what it...
It's trying to run a Lua scan for StaticConstructObjectInternal, which means there is a `UE4SS_Signatures/StaticConstructObject.lua` file. Where did this come from? I believe Palworld shouldn't need any special configuration and...