Truman Kilen
Truman Kilen
A way to handle things like post-processing/transformation of properties or handling of structs with custom serialization would be great, but I personally haven't needed such a feature so have not...
This doesn't look anything like Unreal Engine serialization.
@FlutterGenerator please make a new issue and upload the actual save file.
Both of those saves parse perfectly for me. The header in your error message is showing different bytes than the headers in the files you uploaded. Are you somehow trying...
The two saves are compresses with zlib and can be compressed/decompressed with the attached script. The inner `Achievements.sav` then parses fine, but `World_2.sav` requires specificity a lot of types: ```...
Globbing is supported but single `*` will not match more than one path component. Use `**` to match all directories and then `*.ini` to match ini files: e.g. `repak unpack...
I'll leave this open since the documentation could be improved with some globbing examples.
There are an extra 8 bytes before the start of the save object, not sure if this is an Abiotic Factor thing or an Unreal Engine thing. First 4 seem...
It's likely specific to Abiotic Factor but I'll have to check with a debugger when I have more time.
I made a dedicated branch for it for now: https://github.com/trumank/uesave-rs/tree/patch-abiotic-factor Can be installed via: ```console cargo install --git https://github.com/trumank/uesave-rs --branch patch-abiotic-factor ```