├── .gitignore ├── Content ├── PakLoaderTestMap.umap └── WBP_TestLoadPakFile.uasset ├── LICENSE ├── PakLoader.uplugin ├── README.md ├── Resources ├── Icon128.png └── Icon512.png ├── Source └── PakLoader │ ├── PakLoader.Build.cs │ ├── Private │ ├── PakLoader.cpp │ └── PakLoaderBPLibrary.cpp │ └── Public │ ├── PakLoader.h │ └── PakLoaderBPLibrary.h └── docs ├── .nojekyll ├── README.md ├── _coverpage.md ├── _media ├── Icon128.png ├── Icon512.png ├── ProjectPropertiesBaseDir.png └── icon.svg └── index.html /.gitignore: -------------------------------------------------------------------------------- 1 | # Visual Studio 2015 user specific files 2 | .vs/ 3 | 4 | # Visual Studio 2015 database file 5 | *.VC.db 6 | 7 | # Compiled Object files 8 | *.slo 9 | *.lo 10 | *.o 11 | *.obj 12 | 13 | # Precompiled Headers 14 | *.gch 15 | *.pch 16 | 17 | # Compiled Dynamic libraries 18 | *.so 19 | *.dylib 20 | *.dll 21 | 22 | # Fortran module files 23 | *.mod 24 | 25 | # Compiled Static libraries 26 | *.lai 27 | *.la 28 | *.a 29 | *.lib 30 | 31 | # Executables 32 | *.exe 33 | *.out 34 | *.app 35 | *.ipa 36 | 37 | # These project files can be generated by the engine 38 | *.xcodeproj 39 | *.xcworkspace 40 | *.sln 41 | *.suo 42 | *.opensdf 43 | *.sdf 44 | *.VC.db 45 | *.VC.opendb 46 | 47 | # Precompiled Assets 48 | SourceArt/**/*.png 49 | SourceArt/**/*.tga 50 | 51 | # Binary Files 52 | Binaries/* 53 | Plugins/*/Binaries/* 54 | 55 | # Builds 56 | Build/* 57 | 58 | # Whitelist PakBlacklist-.txt files 59 | !Build/*/ 60 | Build/*/** 61 | !Build/*/PakBlacklist*.txt 62 | 63 | # Don't ignore icon files in Build 64 | !Build/**/*.ico 65 | 66 | # Built data for maps 67 | *_BuiltData.uasset 68 | 69 | # Configuration files generated by the Editor 70 | Saved/* 71 | 72 | # Compiled source files for the engine to use 73 | Intermediate/* 74 | Plugins/*/Intermediate/* 75 | 76 | # Cache files for the editor to use 77 | DerivedDataCache/* 78 | -------------------------------------------------------------------------------- /Content/PakLoaderTestMap.umap: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/calben/UnrealPakLoaderPlugin/2a052517fabda0bb312780c8dc47ca975a614773/Content/PakLoaderTestMap.umap -------------------------------------------------------------------------------- /Content/WBP_TestLoadPakFile.uasset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/calben/UnrealPakLoaderPlugin/2a052517fabda0bb312780c8dc47ca975a614773/Content/WBP_TestLoadPakFile.uasset -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Mozilla Public License Version 2.0 2 | ================================== 3 | 4 | 1. Definitions 5 | -------------- 6 | 7 | 1.1. "Contributor" 8 | means each individual or legal entity that creates, contributes to 9 | the creation of, or owns Covered Software. 10 | 11 | 1.2. "Contributor Version" 12 | means the combination of the Contributions of others (if any) used 13 | by a Contributor and that particular Contributor's Contribution. 14 | 15 | 1.3. "Contribution" 16 | means Covered Software of a particular Contributor. 17 | 18 | 1.4. "Covered Software" 19 | means Source Code Form to which the initial Contributor has attached 20 | the notice in Exhibit A, the Executable Form of such Source Code 21 | Form, and Modifications of such Source Code Form, in each case 22 | including portions thereof. 23 | 24 | 1.5. "Incompatible With Secondary Licenses" 25 | means 26 | 27 | (a) that the initial Contributor has attached the notice described 28 | in Exhibit B to the Covered Software; or 29 | 30 | (b) that the Covered Software was made available under the terms of 31 | version 1.1 or earlier of the License, but not also under the 32 | terms of a Secondary License. 33 | 34 | 1.6. "Executable Form" 35 | means any form of the work other than Source Code Form. 36 | 37 | 1.7. "Larger Work" 38 | means a work that combines Covered Software with other material, in 39 | a separate file or files, that is not Covered Software. 40 | 41 | 1.8. "License" 42 | means this document. 43 | 44 | 1.9. "Licensable" 45 | means having the right to grant, to the maximum extent possible, 46 | whether at the time of the initial grant or subsequently, any and 47 | all of the rights conveyed by this License. 48 | 49 | 1.10. "Modifications" 50 | means any of the following: 51 | 52 | (a) any file in Source Code Form that results from an addition to, 53 | deletion from, or modification of the contents of Covered 54 | Software; or 55 | 56 | (b) any new file in Source Code Form that contains any Covered 57 | Software. 58 | 59 | 1.11. "Patent Claims" of a Contributor 60 | means any patent claim(s), including without limitation, method, 61 | process, and apparatus claims, in any patent Licensable by such 62 | Contributor that would be infringed, but for the grant of the 63 | License, by the making, using, selling, offering for sale, having 64 | made, import, or transfer of either its Contributions or its 65 | Contributor Version. 66 | 67 | 1.12. "Secondary License" 68 | means either the GNU General Public License, Version 2.0, the GNU 69 | Lesser General Public License, Version 2.1, the GNU Affero General 70 | Public License, Version 3.0, or any later versions of those 71 | licenses. 72 | 73 | 1.13. "Source Code Form" 74 | means the form of the work preferred for making modifications. 75 | 76 | 1.14. "You" (or "Your") 77 | means an individual or a legal entity exercising rights under this 78 | License. For legal entities, "You" includes any entity that 79 | controls, is controlled by, or is under common control with You. For 80 | purposes of this definition, "control" means (a) the power, direct 81 | or indirect, to cause the direction or management of such entity, 82 | whether by contract or otherwise, or (b) ownership of more than 83 | fifty percent (50%) of the outstanding shares or beneficial 84 | ownership of such entity. 85 | 86 | 2. License Grants and Conditions 87 | -------------------------------- 88 | 89 | 2.1. Grants 90 | 91 | Each Contributor hereby grants You a world-wide, royalty-free, 92 | non-exclusive license: 93 | 94 | (a) under intellectual property rights (other than patent or trademark) 95 | Licensable by such Contributor to use, reproduce, make available, 96 | modify, display, perform, distribute, and otherwise exploit its 97 | Contributions, either on an unmodified basis, with Modifications, or 98 | as part of a Larger Work; and 99 | 100 | (b) under Patent Claims of such Contributor to make, use, sell, offer 101 | for sale, have made, import, and otherwise transfer either its 102 | Contributions or its Contributor Version. 103 | 104 | 2.2. Effective Date 105 | 106 | The licenses granted in Section 2.1 with respect to any Contribution 107 | become effective for each Contribution on the date the Contributor first 108 | distributes such Contribution. 109 | 110 | 2.3. Limitations on Grant Scope 111 | 112 | The licenses granted in this Section 2 are the only rights granted under 113 | this License. No additional rights or licenses will be implied from the 114 | distribution or licensing of Covered Software under this License. 115 | Notwithstanding Section 2.1(b) above, no patent license is granted by a 116 | Contributor: 117 | 118 | (a) for any code that a Contributor has removed from Covered Software; 119 | or 120 | 121 | (b) for infringements caused by: (i) Your and any other third party's 122 | modifications of Covered Software, or (ii) the combination of its 123 | Contributions with other software (except as part of its Contributor 124 | Version); or 125 | 126 | (c) under Patent Claims infringed by Covered Software in the absence of 127 | its Contributions. 128 | 129 | This License does not grant any rights in the trademarks, service marks, 130 | or logos of any Contributor (except as may be necessary to comply with 131 | the notice requirements in Section 3.4). 132 | 133 | 2.4. Subsequent Licenses 134 | 135 | No Contributor makes additional grants as a result of Your choice to 136 | distribute the Covered Software under a subsequent version of this 137 | License (see Section 10.2) or under the terms of a Secondary License (if 138 | permitted under the terms of Section 3.3). 139 | 140 | 2.5. Representation 141 | 142 | Each Contributor represents that the Contributor believes its 143 | Contributions are its original creation(s) or it has sufficient rights 144 | to grant the rights to its Contributions conveyed by this License. 145 | 146 | 2.6. Fair Use 147 | 148 | This License is not intended to limit any rights You have under 149 | applicable copyright doctrines of fair use, fair dealing, or other 150 | equivalents. 151 | 152 | 2.7. Conditions 153 | 154 | Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted 155 | in Section 2.1. 156 | 157 | 3. Responsibilities 158 | ------------------- 159 | 160 | 3.1. Distribution of Source Form 161 | 162 | All distribution of Covered Software in Source Code Form, including any 163 | Modifications that You create or to which You contribute, must be under 164 | the terms of this License. You must inform recipients that the Source 165 | Code Form of the Covered Software is governed by the terms of this 166 | License, and how they can obtain a copy of this License. You may not 167 | attempt to alter or restrict the recipients' rights in the Source Code 168 | Form. 169 | 170 | 3.2. Distribution of Executable Form 171 | 172 | If You distribute Covered Software in Executable Form then: 173 | 174 | (a) such Covered Software must also be made available in Source Code 175 | Form, as described in Section 3.1, and You must inform recipients of 176 | the Executable Form how they can obtain a copy of such Source Code 177 | Form by reasonable means in a timely manner, at a charge no more 178 | than the cost of distribution to the recipient; and 179 | 180 | (b) You may distribute such Executable Form under the terms of this 181 | License, or sublicense it under different terms, provided that the 182 | license for the Executable Form does not attempt to limit or alter 183 | the recipients' rights in the Source Code Form under this License. 184 | 185 | 3.3. Distribution of a Larger Work 186 | 187 | You may create and distribute a Larger Work under terms of Your choice, 188 | provided that You also comply with the requirements of this License for 189 | the Covered Software. If the Larger Work is a combination of Covered 190 | Software with a work governed by one or more Secondary Licenses, and the 191 | Covered Software is not Incompatible With Secondary Licenses, this 192 | License permits You to additionally distribute such Covered Software 193 | under the terms of such Secondary License(s), so that the recipient of 194 | the Larger Work may, at their option, further distribute the Covered 195 | Software under the terms of either this License or such Secondary 196 | License(s). 197 | 198 | 3.4. Notices 199 | 200 | You may not remove or alter the substance of any license notices 201 | (including copyright notices, patent notices, disclaimers of warranty, 202 | or limitations of liability) contained within the Source Code Form of 203 | the Covered Software, except that You may alter any license notices to 204 | the extent required to remedy known factual inaccuracies. 205 | 206 | 3.5. Application of Additional Terms 207 | 208 | You may choose to offer, and to charge a fee for, warranty, support, 209 | indemnity or liability obligations to one or more recipients of Covered 210 | Software. However, You may do so only on Your own behalf, and not on 211 | behalf of any Contributor. You must make it absolutely clear that any 212 | such warranty, support, indemnity, or liability obligation is offered by 213 | You alone, and You hereby agree to indemnify every Contributor for any 214 | liability incurred by such Contributor as a result of warranty, support, 215 | indemnity or liability terms You offer. You may include additional 216 | disclaimers of warranty and limitations of liability specific to any 217 | jurisdiction. 218 | 219 | 4. Inability to Comply Due to Statute or Regulation 220 | --------------------------------------------------- 221 | 222 | If it is impossible for You to comply with any of the terms of this 223 | License with respect to some or all of the Covered Software due to 224 | statute, judicial order, or regulation then You must: (a) comply with 225 | the terms of this License to the maximum extent possible; and (b) 226 | describe the limitations and the code they affect. Such description must 227 | be placed in a text file included with all distributions of the Covered 228 | Software under this License. Except to the extent prohibited by statute 229 | or regulation, such description must be sufficiently detailed for a 230 | recipient of ordinary skill to be able to understand it. 231 | 232 | 5. Termination 233 | -------------- 234 | 235 | 5.1. The rights granted under this License will terminate automatically 236 | if You fail to comply with any of its terms. However, if You become 237 | compliant, then the rights granted under this License from a particular 238 | Contributor are reinstated (a) provisionally, unless and until such 239 | Contributor explicitly and finally terminates Your grants, and (b) on an 240 | ongoing basis, if such Contributor fails to notify You of the 241 | non-compliance by some reasonable means prior to 60 days after You have 242 | come back into compliance. Moreover, Your grants from a particular 243 | Contributor are reinstated on an ongoing basis if such Contributor 244 | notifies You of the non-compliance by some reasonable means, this is the 245 | first time You have received notice of non-compliance with this License 246 | from such Contributor, and You become compliant prior to 30 days after 247 | Your receipt of the notice. 248 | 249 | 5.2. If You initiate litigation against any entity by asserting a patent 250 | infringement claim (excluding declaratory judgment actions, 251 | counter-claims, and cross-claims) alleging that a Contributor Version 252 | directly or indirectly infringes any patent, then the rights granted to 253 | You by any and all Contributors for the Covered Software under Section 254 | 2.1 of this License shall terminate. 255 | 256 | 5.3. In the event of termination under Sections 5.1 or 5.2 above, all 257 | end user license agreements (excluding distributors and resellers) which 258 | have been validly granted by You or Your distributors under this License 259 | prior to termination shall survive termination. 260 | 261 | ************************************************************************ 262 | * * 263 | * 6. Disclaimer of Warranty * 264 | * ------------------------- * 265 | * * 266 | * Covered Software is provided under this License on an "as is" * 267 | * basis, without warranty of any kind, either expressed, implied, or * 268 | * statutory, including, without limitation, warranties that the * 269 | * Covered Software is free of defects, merchantable, fit for a * 270 | * particular purpose or non-infringing. The entire risk as to the * 271 | * quality and performance of the Covered Software is with You. * 272 | * Should any Covered Software prove defective in any respect, You * 273 | * (not any Contributor) assume the cost of any necessary servicing, * 274 | * repair, or correction. This disclaimer of warranty constitutes an * 275 | * essential part of this License. No use of any Covered Software is * 276 | * authorized under this License except under this disclaimer. * 277 | * * 278 | ************************************************************************ 279 | 280 | ************************************************************************ 281 | * * 282 | * 7. Limitation of Liability * 283 | * -------------------------- * 284 | * * 285 | * Under no circumstances and under no legal theory, whether tort * 286 | * (including negligence), contract, or otherwise, shall any * 287 | * Contributor, or anyone who distributes Covered Software as * 288 | * permitted above, be liable to You for any direct, indirect, * 289 | * special, incidental, or consequential damages of any character * 290 | * including, without limitation, damages for lost profits, loss of * 291 | * goodwill, work stoppage, computer failure or malfunction, or any * 292 | * and all other commercial damages or losses, even if such party * 293 | * shall have been informed of the possibility of such damages. This * 294 | * limitation of liability shall not apply to liability for death or * 295 | * personal injury resulting from such party's negligence to the * 296 | * extent applicable law prohibits such limitation. Some * 297 | * jurisdictions do not allow the exclusion or limitation of * 298 | * incidental or consequential damages, so this exclusion and * 299 | * limitation may not apply to You. * 300 | * * 301 | ************************************************************************ 302 | 303 | 8. Litigation 304 | ------------- 305 | 306 | Any litigation relating to this License may be brought only in the 307 | courts of a jurisdiction where the defendant maintains its principal 308 | place of business and such litigation shall be governed by laws of that 309 | jurisdiction, without reference to its conflict-of-law provisions. 310 | Nothing in this Section shall prevent a party's ability to bring 311 | cross-claims or counter-claims. 312 | 313 | 9. Miscellaneous 314 | ---------------- 315 | 316 | This License represents the complete agreement concerning the subject 317 | matter hereof. If any provision of this License is held to be 318 | unenforceable, such provision shall be reformed only to the extent 319 | necessary to make it enforceable. Any law or regulation which provides 320 | that the language of a contract shall be construed against the drafter 321 | shall not be used to construe this License against a Contributor. 322 | 323 | 10. Versions of the License 324 | --------------------------- 325 | 326 | 10.1. New Versions 327 | 328 | Mozilla Foundation is the license steward. Except as provided in Section 329 | 10.3, no one other than the license steward has the right to modify or 330 | publish new versions of this License. Each version will be given a 331 | distinguishing version number. 332 | 333 | 10.2. Effect of New Versions 334 | 335 | You may distribute the Covered Software under the terms of the version 336 | of the License under which You originally received the Covered Software, 337 | or under the terms of any subsequent version published by the license 338 | steward. 339 | 340 | 10.3. Modified Versions 341 | 342 | If you create software not governed by this License, and you want to 343 | create a new license for such software, you may create and use a 344 | modified version of this License if you rename the license and remove 345 | any references to the name of the license steward (except to note that 346 | such modified license differs from this License). 347 | 348 | 10.4. Distributing Source Code Form that is Incompatible With Secondary 349 | Licenses 350 | 351 | If You choose to distribute Source Code Form that is Incompatible With 352 | Secondary Licenses under the terms of this version of the License, the 353 | notice described in Exhibit B of this License must be attached. 354 | 355 | Exhibit A - Source Code Form License Notice 356 | ------------------------------------------- 357 | 358 | This Source Code Form is subject to the terms of the Mozilla Public 359 | License, v. 2.0. If a copy of the MPL was not distributed with this 360 | file, You can obtain one at http://mozilla.org/MPL/2.0/. 361 | 362 | If it is not possible or desirable to put the notice in a particular 363 | file, then You may include the notice in a location (such as a LICENSE 364 | file in a relevant directory) where a recipient would be likely to look 365 | for such a notice. 366 | 367 | You may add additional accurate notices of copyright ownership. 368 | 369 | Exhibit B - "Incompatible With Secondary Licenses" Notice 370 | --------------------------------------------------------- 371 | 372 | This Source Code Form is "Incompatible With Secondary Licenses", as 373 | defined by the Mozilla Public License, v. 2.0. 374 | -------------------------------------------------------------------------------- /PakLoader.uplugin: -------------------------------------------------------------------------------- 1 | { 2 | "FileVersion": 3, 3 | "Version": 1, 4 | "VersionName": "1.0", 5 | "FriendlyName": "PakLoader", 6 | "Description": "", 7 | "Category": "Other", 8 | "CreatedBy": "Calem Bendell", 9 | "CreatedByURL": "", 10 | "DocsURL": "", 11 | "MarketplaceURL": "", 12 | "SupportURL": "", 13 | "CanContainContent": true, 14 | "IsBetaVersion": false, 15 | "Installed": false, 16 | "Modules": [ 17 | { 18 | "Name": "PakLoader", 19 | "Type": "Runtime", 20 | "LoadingPhase": "PreLoadingScreen" 21 | } 22 | ] 23 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unreal Runtime Package Loader Plugin 2 | 3 | PakLoader is a library that simplifies runtime package loading for Unreal by providing a handful of static functions that abstract Unreal Engine's pak file system. 4 | The simplest function can open a pak file and load its asset registry to your project's given the path to a `.pak` file and its associated `.bin` file. 5 | 6 | Unreal Engine has a reasonably good package and modding system. 7 | Unfortunately, it is largely undocumented, so individuals attempting to use it to load pak files at runtime are left to their own devices (trial and error, mostly) to discover how to get a pak file to load properly. 8 | 9 | ## Documentation 10 | 11 | The documentation for this project is available in the [documentation](https://calben.github.io/UnrealPakLoaderPlugin/). 12 | 13 | ## Credits 14 | 15 |
Icons made by Freepik from www.flaticon.com is licensed by CC 3.0 BY
16 | -------------------------------------------------------------------------------- /Resources/Icon128.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/calben/UnrealPakLoaderPlugin/2a052517fabda0bb312780c8dc47ca975a614773/Resources/Icon128.png -------------------------------------------------------------------------------- /Resources/Icon512.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/calben/UnrealPakLoaderPlugin/2a052517fabda0bb312780c8dc47ca975a614773/Resources/Icon512.png -------------------------------------------------------------------------------- /Source/PakLoader/PakLoader.Build.cs: -------------------------------------------------------------------------------- 1 | // Some copyright should be here... 2 | 3 | using UnrealBuildTool; 4 | 5 | public class PakLoader : ModuleRules 6 | { 7 | public PakLoader(ReadOnlyTargetRules Target) : base(Target) 8 | { 9 | PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; 10 | 11 | PublicIncludePaths.AddRange( 12 | new string[] { 13 | "PakLoader/Public" 14 | 15 | // ... add public include paths required here ... 16 | } 17 | ); 18 | 19 | 20 | PrivateIncludePaths.AddRange( 21 | new string[] { 22 | "PakLoader/Private", 23 | 24 | // ... add other private include paths required here ... 25 | } 26 | ); 27 | 28 | 29 | PublicDependencyModuleNames.AddRange( 30 | new string[] 31 | { 32 | "Core", 33 | 34 | // ... add other public dependencies that you statically link with here ... 35 | } 36 | ); 37 | 38 | 39 | PrivateDependencyModuleNames.AddRange( 40 | new string[] 41 | { 42 | "CoreUObject", 43 | "Engine", 44 | "Slate", 45 | "SlateCore", 46 | "PakFile" 47 | // ... add private dependencies that you statically link with here ... 48 | } 49 | ); 50 | 51 | 52 | DynamicallyLoadedModuleNames.AddRange( 53 | new string[] 54 | { 55 | // ... add any modules that your module loads dynamically here ... 56 | } 57 | ); 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /Source/PakLoader/Private/PakLoader.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2018 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "PakLoader.h" 4 | 5 | #define LOCTEXT_NAMESPACE "FPakLoaderModule" 6 | 7 | DEFINE_LOG_CATEGORY(LogPakLoader); 8 | 9 | void FPakLoaderModule::StartupModule() 10 | { 11 | } 12 | 13 | void FPakLoaderModule::ShutdownModule() 14 | { 15 | } 16 | 17 | #undef LOCTEXT_NAMESPACE 18 | 19 | IMPLEMENT_MODULE(FPakLoaderModule, PakLoader) -------------------------------------------------------------------------------- /Source/PakLoader/Private/PakLoaderBPLibrary.cpp: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2018 Epic Games, Inc. All Rights Reserved. 2 | 3 | #include "PakLoaderBPLibrary.h" 4 | #include "PakLoader.h" 5 | 6 | #include "Runtime/Core/Public/Serialization/Archive.h" 7 | #include "Runtime/Core/Public/HAL/PlatformFilemanager.h" 8 | #include "Runtime/Core/Public/Misc/AES.h" 9 | #include "Runtime/AssetRegistry/Public/AssetRegistryModule.h" 10 | #include "Runtime/Core/Public/Misc/Paths.h" 11 | #include "Runtime/Core/Public/Misc/FileHelper.h" 12 | #include "Runtime/Core/Public/Serialization/ArrayReader.h" 13 | 14 | 15 | UPakLoaderBPLibrary::UPakLoaderBPLibrary(const FObjectInitializer& ObjectInitializer) 16 | : Super(ObjectInitializer) 17 | { 18 | 19 | } 20 | 21 | bool UPakLoaderBPLibrary::InitLoaderPakPlatformFile(FPakPlatformFile* PakPlatform) 22 | { 23 | IPlatformFile* LocalPlatformFile = &FPlatformFileManager::Get().GetPlatformFile(); 24 | if (LocalPlatformFile != nullptr) 25 | { 26 | IPlatformFile* PakPlatformFile = FPlatformFileManager::Get().GetPlatformFile(TEXT("PakFile")); 27 | PakPlatform->Initialize(LocalPlatformFile, TEXT("")); 28 | FPlatformFileManager::Get().SetPlatformFile(*PakPlatform); 29 | return true; 30 | } 31 | return false; 32 | } 33 | 34 | void UPakLoaderBPLibrary::TryLoadingAssetFromPath(FString Path) 35 | { 36 | FStringAssetReference AssetPath(Path); 37 | AssetPath.FixupForPIE(); 38 | UObject* AssetObject = AssetPath.TryLoad(); 39 | if (AssetObject != nullptr) 40 | { 41 | UE_LOG(LogPakLoader, Log, TEXT("Loaded asset object %s"), *AssetObject->GetName()); 42 | } 43 | } 44 | 45 | void UPakLoaderBPLibrary::RunLoadingTestOnPakFile(FString PakFilePath) 46 | { 47 | TestPakFileIterationAndLoading(PakFilePath, FPaths::GetBaseFilename(PakFilePath)); 48 | } 49 | 50 | bool UPakLoaderBPLibrary::HasPakFileAlreadyBeenLoaded(FString PakFilePath) 51 | { 52 | FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked("AssetRegistry"); 53 | TArray AssetData; 54 | AssetRegistryModule.Get().GetAssetsByPath(FName(*("/" + FPaths::GetBaseFilename(PakFilePath) + "/")), AssetData, true, false); 55 | return (AssetData.Num() > 0) ? true : false; 56 | } 57 | 58 | void UPakLoaderBPLibrary::TestPakFileIterationAndLoading(FString PakFilePath, FString PakMountDirectory) 59 | { 60 | if (LoadPakFileAndAddToRegistry(PakFilePath, PakMountDirectory)) 61 | { 62 | FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked("AssetRegistry"); 63 | TArray AssetData; 64 | AssetRegistryModule.Get().GetAssetsByPath(FName(*("/" + FPaths::GetBaseFilename(PakFilePath))), AssetData, true, false); 65 | for (FAssetData Asset : AssetData) { 66 | FString Path = Asset.ObjectPath.ToString(); 67 | FStringAssetReference AssetPath(Path); 68 | AssetPath.FixupForPIE(); 69 | UObject* AssetObject = AssetPath.TryLoad(); 70 | //UObject* AssetObject = Asset.ToSoftObjectPath().TryLoad(); 71 | if (AssetObject != nullptr) 72 | { 73 | UE_LOG(LogPakLoader, Log, TEXT("Loaded asset object %s"), *AssetObject->GetName()); 74 | } 75 | } 76 | } 77 | } 78 | 79 | bool UPakLoaderBPLibrary::LoadPakFileAndAddToRegistry(FPakPlatformFile * PakPlatform, FString PakFilePath, FString PakMountDirectory) 80 | { 81 | PakMountDirectory = "/" + PakMountDirectory + "/"; 82 | if (PakPlatform != nullptr) 83 | { 84 | const int32 PakOrder = 0; 85 | 86 | #if WITH_EDITOR 87 | UE_LOG(LogPakLoader, Error, TEXT("Nah Bub. I can't mount %s in editor, unfortunately."), *PakFilePath); 88 | return false; 89 | #else 90 | if (!PakPlatform->Mount(*PakFilePath, PakOrder, *PakMountDirectory)) 91 | { 92 | UE_LOG(LogPakLoader, Error, TEXT("Failed to mount package %s"), *PakFilePath); 93 | return true; 94 | } 95 | else 96 | { 97 | UE_LOG(LogPakLoader, Log, TEXT("Mounted %s"), *PakFilePath); 98 | FString PakMountDirectoryContentFolder = "/" + FPaths::GetBaseFilename(PakFilePath) + "/Content/"; 99 | UE_LOG(LogPakLoader, Log, TEXT("Registering content redirect to %s"), *PakMountDirectoryContentFolder); 100 | FPackageName::RegisterMountPoint("/" + FPaths::GetBaseFilename(PakFilePath) + "/", *PakMountDirectoryContentFolder); 101 | 102 | FArrayReader SerializedAssetData; 103 | FString AssetBinPath = FPaths::GetPath(PakFilePath) + "/" + FPaths::GetBaseFilename(PakFilePath) + ".bin"; 104 | if (FFileHelper::LoadFileToArray(SerializedAssetData, *(AssetBinPath))) 105 | { 106 | FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked("AssetRegistry"); 107 | IAssetRegistry& AssetRegistry = AssetRegistryModule.Get(); 108 | AssetRegistry.Serialize(SerializedAssetData); 109 | return true; 110 | } 111 | else 112 | { 113 | return false; 114 | } 115 | } 116 | #endif 117 | } 118 | return false; 119 | } 120 | 121 | FPakPlatformFile* UPakLoaderBPLibrary::LoadPakFileAndAddToRegistry(FString PakFilePath, FString PakMountDirectory) 122 | { 123 | PakMountDirectory = "/" + PakMountDirectory + "/"; 124 | IPlatformFile* LocalPlatformFile = &FPlatformFileManager::Get().GetPlatformFile(); 125 | if (LocalPlatformFile != nullptr) 126 | { 127 | IPlatformFile* PakPlatformFile = FPlatformFileManager::Get().GetPlatformFile(TEXT("PakFile")); 128 | FPakPlatformFile* PakPlatform = new FPakPlatformFile(); 129 | PakPlatform->Initialize(LocalPlatformFile, TEXT("")); 130 | FPlatformFileManager::Get().SetPlatformFile(*PakPlatform); 131 | 132 | FPakFile* PakFile = new FPakFile(LocalPlatformFile, *PakFilePath, false); 133 | if (!PakFile->IsValid()) 134 | { 135 | UE_LOG(LogPakLoader, Log, TEXT("Pak file %s determined invalid."), *PakFilePath); 136 | return nullptr; 137 | } 138 | 139 | PakFile->SetMountPoint(*PakMountDirectory); 140 | 141 | const int32 PakOrder = 0; 142 | 143 | #if WITH_EDITOR 144 | UE_LOG(LogPakLoader, Error, TEXT("Nah Bub. I can't mount %s in editor, unfortunately."), *PakFilePath); 145 | return false; 146 | #else 147 | if (!PakPlatform->Mount(*PakFilePath, PakOrder, *PakMountDirectory)) 148 | { 149 | UE_LOG(LogPakLoader, Error, TEXT("Failed to mount package %s"), *PakFilePath); 150 | return true; 151 | } 152 | else 153 | { 154 | UE_LOG(LogPakLoader, Log, TEXT("Mounted %s"), *PakFilePath); 155 | FString PakMountDirectoryContentFolder = "/" + FPaths::GetBaseFilename(PakFilePath) + "/Content/"; 156 | UE_LOG(LogPakLoader, Log, TEXT("Registering content redirect to %s"), *PakMountDirectoryContentFolder); 157 | FPackageName::RegisterMountPoint("/" + FPaths::GetBaseFilename(PakFilePath) + "/", *PakMountDirectoryContentFolder); 158 | 159 | FArrayReader SerializedAssetData; 160 | FString AssetBinPath = FPaths::GetPath(PakFilePath) + "/" + FPaths::GetBaseFilename(PakFilePath) + ".bin"; 161 | if (FFileHelper::LoadFileToArray(SerializedAssetData, *(AssetBinPath))) 162 | { 163 | FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked("AssetRegistry"); 164 | IAssetRegistry& AssetRegistry = AssetRegistryModule.Get(); 165 | AssetRegistry.Serialize(SerializedAssetData); 166 | return true; 167 | } 168 | else 169 | { 170 | return false; 171 | } 172 | } 173 | #endif 174 | } 175 | return false; 176 | } 177 | -------------------------------------------------------------------------------- /Source/PakLoader/Public/PakLoader.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2018 Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "ModuleManager.h" 6 | 7 | DECLARE_LOG_CATEGORY_EXTERN(LogPakLoader, Log, All); 8 | 9 | class FPakLoaderModule : public IModuleInterface 10 | { 11 | public: 12 | 13 | /** IModuleInterface implementation */ 14 | virtual void StartupModule() override; 15 | virtual void ShutdownModule() override; 16 | }; -------------------------------------------------------------------------------- /Source/PakLoader/Public/PakLoaderBPLibrary.h: -------------------------------------------------------------------------------- 1 | // Copyright 1998-2018 Epic Games, Inc. All Rights Reserved. 2 | 3 | #pragma once 4 | 5 | #include "Kismet/BlueprintFunctionLibrary.h" 6 | #include "Runtime/PakFile/Public/IPlatformFilePak.h" 7 | 8 | #include "PakLoaderBPLibrary.generated.h" 9 | 10 | 11 | UCLASS() 12 | class PAKLOADER_API UPakLoaderBPLibrary : public UBlueprintFunctionLibrary 13 | { 14 | GENERATED_UCLASS_BODY() 15 | 16 | public: 17 | 18 | FPakPlatformFile* PakPlatform; 19 | 20 | static bool InitLoaderPakPlatformFile(class FPakPlatformFile* PakPlatform); 21 | 22 | UFUNCTION(BlueprintCallable) 23 | static void TryLoadingAssetFromPath(FString Path); 24 | 25 | UFUNCTION(BlueprintCallable) 26 | static void RunLoadingTestOnPakFile(FString PakFilePath); 27 | 28 | UFUNCTION(BlueprintCallable) 29 | static bool HasPakFileAlreadyBeenLoaded(FString PakFilePath); 30 | 31 | static void TestPakFileIterationAndLoading(FString PakFilePath, FString PakMountDirectory); 32 | 33 | static bool LoadPakFileAndAddToRegistry(class FPakPlatformFile* PakPlatform, FString PakFilePath, FString PakMountDirectory); 34 | 35 | static class FPakPlatformFile* LoadPakFileAndAddToRegistry(FString PakFilePath, FString PakMountDirectory); 36 | 37 | }; 38 | -------------------------------------------------------------------------------- /docs/.nojekyll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/calben/UnrealPakLoaderPlugin/2a052517fabda0bb312780c8dc47ca975a614773/docs/.nojekyll -------------------------------------------------------------------------------- /docs/README.md: -------------------------------------------------------------------------------- 1 | # Unreal Runtime Package Loader Plugin 2 | 3 | PakLoader is a library that simplifies runtime package loading for Unreal by providing a handful of static functions that abstract Unreal Engine's pak file system. 4 | The simplest function can open a pak file and load its asset registry to your project's given the path to a `.pak` file and its associated `.bin` file. 5 | 6 | ## Adding the Plugin to Your Project 7 | 8 | This repository contains only the plugin with its contents at the root directory. 9 | You may either: 10 | 11 | 1. Copy paste the plugin into your Plugins directory under "PakLoader/". 12 | 1. Clone this plugin directly into your Plugins directory. 13 | 1. Use `git submodule add https://github.com/calben/UnrealPakLoaderPlugin Plugins/PakLoader` to maintain this plugin in your project using Git. 14 | 15 | Now that the plugin is in your plugin directory... 16 | 17 | 1. Regenerate Visual Studio Project. 18 | 1. Add PakLoader to the build by adding `PublicDependencyModuleNames.Add("PakLoader");` to your project's `*.Build.cs` under the other adds. 19 | 1. Recompile your project. 20 | 21 | ## Project Checklist for Pak Loading 22 | 23 | + Your pak file is prepared with the same version of Unreal as your project 24 | + Your main project is packaging with "compress contents to pak file" or the `-pak` flag 25 | + Your pak file has been built either for your project or for "any project" 26 | + Your pak file has its "AssetRegistry.bin" next to it, renamed to "{{ pak_file_name }}.bin". 27 | 28 | ## Preparing Your Pak Files 29 | 30 | You may either create pak files using the Project Launcher inside the editor or by running the automation tool yourself. 31 | I recommend creating a batch file or a utility script that will call on the automation tool, as then your team will be reliably using the same build settings. 32 | 33 | If you're using Unreal 4.19 or earlier, your DLC will "fail" to build and return an error code. 34 | Part of the build process is failing, but it doesn't affect your pak file or your asset registry, so it's not really an issue. 35 | 36 | ### Via Project Launcher 37 | 38 | 1. Go to the project launcher and create a new custom launch profile 39 | 1. Give it a name 40 | 1. Under "Build," ensure the build option is checked with the appropriate configuration 41 | 1. Under "Cook," check by the book for the appropriate platform. For desktop editions, this would be the "{{ platform }}NoEditor" edition. 42 | 1. Under "Release / DLC / Patching Settings" uncheck "Create a release..." and instead enter the release number of your main project under Release version this is based on. Just underneath this, check "Build DLC." And under "Name of the DLC to build" type the name of your plugin. 43 | 1. Under "Advanced Settings," check "Store all content in a single file (UnrealPak). 44 | 1. Under "Package," select an option for packaging. If you're not sure what to put here, then you probably want to package and store locally and leave the packaging location as the default one. 45 | 1. Under "Deploy," select "Do not deploy." 46 | 47 | After these steps have been completed, you may run the launch profile to generate the pak file for your pak file. 48 | 49 | ### Via Script 50 | 51 | These are recommended parameters when building your pak files for content only DLC. 52 | 53 | ``` 54 | UE_{{ version }}\\Engine\\Binaries\\DotNET\\AutomationTool.exe 55 | 56 | -ScriptsForProject=\"{{ uproject_file_path }}\" 57 | BuildCookRun 58 | -project=\"{{ uproject_file_path }}\" 59 | -dlcname=\"{{ plugin_name }}\" 60 | -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output 61 | -platform=Win64 -targetplatform=Win64 -build -cook -unversionedcookedcontent -pak -DLCIncludeEngineContent -basedonreleaseversion=1.0 -compressed -stage -package 62 | ``` 63 | 64 | An important item to note is the `-DLCIncludeEngineContent`. 65 | In theory, this shouldn't be necessary, but I have been unable to correctly package plugins without this flag for Unreal Engine up to and including 4.19. 66 | 67 | ## Loading Pak Files 68 | 69 | ### Notes On `FPakPlatformFile*` 70 | 71 | Most of the functions in this library either take in an `FPakPlatformFile` pointer or return one. 72 | You need to keep the pointer alive until you are done with your pak file. 73 | If you allow your pointer to fall out of scope and later try to access the contents of the pak file, you're going to run into undefined behaviour. 74 | When Unreal Engine attempts to load the contents of the pak file, it will attempt to do so through this pointer. 75 | Thus, if it has fallen out of scope, one of the below is likely to happen: 76 | 77 | 1. Everything works fine. The value in the address hasn't been changed yet, so consider yourself lucky. 78 | 1. `TryLoad` fails without any specific errors. If you're not checking the value of the `UObject` pointer that was meant to be returned, you're in for a hard crash. 79 | 1. If the object is a texture file, it's possible that your texture will be filled with garbage data. I'm still not entirely sure what's going on in this case except that your pointer must have been changed to an address determined to be a valid location containing data that is then read as a raw texture. I'm surprised Unreal doesn't make more checks to guard against this, but it's a mystery to solve another day! 80 | 81 | ### Temporary Single Pak File 82 | 83 | After you're sure your project is correctly set up, you can load a pak using `LoadPakFileAndAddToRegistry(FString PakFilePath, FString PakMountDirectory)`. 84 | By default, you probably want the mount directory and pak file path to be equivalent, for example `auto PakPlatformFile = LoadPakFileAndAddToRegistry("./Test.pak", "Test")`. 85 | If you're only loading a pak file for a short period, then this method will do the trick. 86 | After the routine completes, you will be able to access the contents of the pak file in your asset registry under `/Test/*`. 87 | 88 | ### Multiple Paks or Permanent 89 | 90 | It's best practice to maintain a single `FPakPlatformFile` pointer. 91 | This has been handled in a few different ways, but I leave it to the user's responsbility to understand this and handle it. 92 | When using the Pak Loader plugin in my project, I maintained the `FPakPlatformFile*` in my game instance, ensuring that it would be kept alive throughout the entirety of application use. 93 | The steps that I take are below: 94 | 95 | 1. Add `FPakPlatformFile* PakPlatform` to the project's game instance. 96 | 1. Initialize the `PakPlatform` variable by setting it to `new FPakPlatformFile();`. 97 | 1. Before trying to load pak files, call `UPakLoaderBPLibrary::InitLoaderPakPlatformFile(PakPlatform)` to set up the pak platform for the user's computer. 98 | 99 | Overall your workflow should look something like the below: 100 | 101 | ``` 102 | if (Instance != nullptr) 103 | { 104 | Instance->PakPlatform = new FPakPlatformFile(); 105 | if (UPakLoaderBPLibrary::InitLoaderPakPlatformFile(Instance->PakPlatform)) 106 | { 107 | // there exists some TArray of pak file names called PakFiles 108 | // that all exist in the RootPath 109 | for (FString PakName : PakFiles) 110 | { 111 | FString PakFilePath = RootPath + "/" + PakName; 112 | FPaths::MakeStandardFilename(PakFilePath); 113 | if (!UPakLoaderBPLibrary::HasPakFileAlreadyBeenLoaded(PakName)) 114 | { 115 | bool Success = UPakLoaderBPLibrary::LoadPakFileAndAddToRegistry(PakPlatform, PakFilePath, PakName) 116 | if (Success) 117 | { 118 | // assets are now available 119 | // at /{{ PakName }}/ 120 | } 121 | } 122 | } 123 | } 124 | } 125 | ``` 126 | 127 | ## Debugging When Using Pak File Loading at Runtime 128 | 129 | Unfortunately, loading pak files in this way adds difficulty when debugging, as you cannot runtime load pak files while in the editor. 130 | You must debug by packaging your project and then running `DebugGame` builds. 131 | However, if you try to run DebugGame and load a package, you're going to get the following error: 132 | 133 | ``` 134 | Error: Assertion failed: PakPrecacherSingleton [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 1017] 135 | ``` 136 | 137 | Thanks to Epic's Gil Gribb and Ben Marsh, we now know this may be fixed by setting your debugging instance's base directory to your packaged project's directory. 138 | You may do this by adding the following to the build command. 139 | 140 | ``` 141 | -BaseDir={{path_to_packaged_project}}/WindowsNoEditor/{{your_project_name}}/Binaries/Win64/ 142 | ``` 143 | 144 | In Visual Studio, this would be done by opening the properties for the project, either by right clicking the project root and clicking "Properties" or by selecting the desired project and using the hotkey alt + enter, navigating to the configuration properties for debugging, and adding this line, as shown in the image below. 145 | 146 | ![Project Properties Setup Image](_media/ProjectPropertiesBaseDir.png ':size=600px') 147 | 148 | ## Credits 149 | 150 | - Smogwork's for the guidance provided by their ModSkeleton 151 | - Konflict (Robert Toth) for the guidance provided by his REcore plugin for Unreal 152 | - Gil Grib and Ben Marsh at Epic Games for their help with debugging 153 | -
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154 | -------------------------------------------------------------------------------- /docs/_coverpage.md: -------------------------------------------------------------------------------- 1 | ![logo](_media/icon.svg ':size=200px') 2 | 3 | # Pak Loader1.0 4 | 5 | > Sorting out this pak loading issue once and for all! 6 | 7 | - With only static functions 8 | 9 | [GitHub](https://github.com/calben/UnrealPakLoaderPlugin/) 10 | [Get Started](#main) 11 | 12 | ![color](#282828) 13 | -------------------------------------------------------------------------------- /docs/_media/Icon128.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/calben/UnrealPakLoaderPlugin/2a052517fabda0bb312780c8dc47ca975a614773/docs/_media/Icon128.png -------------------------------------------------------------------------------- /docs/_media/Icon512.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/calben/UnrealPakLoaderPlugin/2a052517fabda0bb312780c8dc47ca975a614773/docs/_media/Icon512.png -------------------------------------------------------------------------------- /docs/_media/ProjectPropertiesBaseDir.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/calben/UnrealPakLoaderPlugin/2a052517fabda0bb312780c8dc47ca975a614773/docs/_media/ProjectPropertiesBaseDir.png -------------------------------------------------------------------------------- /docs/_media/icon.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | -------------------------------------------------------------------------------- /docs/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Pak Loader 6 | 7 | 8 | 9 | 10 | 11 | 12 |
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