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uasset structure

where can i find exact information's about uassets file's structure so that i could edit them... you know when i open uasset with notepade+ and change some value like "nosov" to "nosir" there is no problem but when i change it to "yessir" unreal would crash because number of "nosvo" character and "yessir" is different

Product Version: UE 4.20
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asked Jan 02 '19 at 01:48 PM in Blueprint Scripting

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majnoon313
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2 answers: sort voted first

I'm sure someone has figured this out, but it really is not recommended to edit assets in this way. There is a chance the format would change between versions but more importantly, the chance of human error is massive. You've already seen how a seemingly small change will break it (presumably because of the serialisation systems used).

If you really want to know how to change it, then a bit more information about exactly what you want to change would be helpful. Changing a string is one thing, but changing references to other assets is something else.

I'd suggest the best approach is to work out how to alter these within editor itself. If you're looking at locating spelling errors or changing text, maybe look at the Localisation System in UE4. If you're looking to make bulk changes, maybe the bulk editor is enough. If it's something more custom, maybe a Bluetility to make those changes is the way forward (I've recently done some asset edits via Bluetiltiy myself and was pleased with the result).

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answered Jan 02 '19 at 03:59 PM

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phil_me_up
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avatar image majnoon313 Jan 02 '19 at 09:43 PM

but unreal is open source so i think some one who is curious more than me can read the Related source or point that file any way thank you so much for any single characters you wrote and if i could made some plug-in which can read some text file and evaluate BP variables default value accordingly i found my good alternate ... (i can't use damn .ini's file like default game.ini because they don't work correct on non english values and non english variable and they think it's not a bug and all thing is OK because they don;t need non english stuff :(: )

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but unreal is open source so i think some one who is curious more than me can read the Related source or point that file any way thank you so much and if i could made some plug-in which can read some text file and evaluate BP variables default value accordingly i found my good alternate ... (i can't use damn .ini's file like default game.ini because they don't work correct on non english values and non english variable and they think it's not a bug and all thing is OK because they don;t need non english stuff :(: )

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answered Jan 03 '19 at 01:21 PM

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majnoon313
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