Decompile Blueprint > UE4Editor #599
Replies: 5 comments 1 reply
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sadly importing doesn't exist, the decompiler is meant for you to understand the logic then you can easily replicate the logic in UE It can't help recreating the widget UI as that is not bytecode, instead of cooking a new package just modify the original |
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At the moment there isn't a Blueprint to UE yet. There is projects like JsonAsAsset and UEAssetToolkits that could support it with contribution. This field of datamining/importing has had very little innovation. (besides what Krowe has done) |
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Ahh, bummer, well I thank you both for your replies! I'll give UAssetGUI and UEAssetToolkits a try I had luck with UE4SS's UHTHeaderDump > JsonAsAsset for importing DataTables too, but those were admittedly pretty easy boolean / string length functions |
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Interesting, could you share a bit more detail on what you meant by "pretty easy boolean / string length functions"? |
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Definitely! This is one of the DataTables I was working with: it tells the game how to render ruby text above the included words, and I wanted to modify it for my ingame tests So starting off I dumped the C++ files using UE4SS's UHT Dumper I included photos too, to show my workflow
But when I tried importing, JsonAsAsset gave me the `Missing RowStruct` error, so I went back to FModel and found that `RowStruct` listed the class `HOLITextRubyData_TableRow`
So I searched my `UHTHeaderDump` folder for `HOLITextRubyData_TableRow`, finding their related `.cpp` and `.h` files within the `{PROJECT_NAME}/Private/` and `{PROJECT_NAME}/Public/` folders
With that, I went back to UE4Editor and added a new C++ class, making sure to match the filenames and directory structure of what I had found in the previous step
With the newly created `HOLITextRubyData_TableRow` .cpp & .h files I commented out the autogenerated lines, then copy and pasted the code from each's UHTHeaderDump file
But when I tried to build from there, the compile failed since `FTableRowBase` wasn't defined yet
So I searched Unreal Engine's docs for `FTableRowBase`
Found its include path ( #include "Engine/DataTable.h" )
Then added it to the line where UHTHeaderDump had commented it out as a cross-module
After that, visual studio built everything correctly, and I went back to UE4Editor OR modify the json file I used, and import that again for easier usage |
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What would be the recommended way to import a decompiled blueprint into UE4Editor?
For context, there is a widget blueprint that I want to modify with a function that checks whether or not a character is ASCII, which then affects letter-spacing based on the result
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