What's a decompiler?
An UnrealScript decompiler is an application that does the opposite of what a compiler does, a decompiler translates the bytecodes(binary) to readable code making it possible to research and learn from its code and more(see below).
Why use a decompiler?
UE Explorer may be useful for many things, some of which are:
- Decompiling code is a great way to learn UnrealScript or programming techniques from games
- While not free of compiler errors, if you happen to lose your source code you'll be able to recover your source code quickly thanks to a decompiler
- Decompiling mods to check for malicious intent
- A useful resource to browse libraries or APIs with no documentation or lack thereof
- To investigate your own code to determine possible issues such as implicit casts with byte on bitwise operators
- Rebuild a mod to another engine or game
All of the above is assuming you have permission to do such things!
Beware! Use UE Explorer only for learning purposes, UE Explorer is not designed for copying or recompiling other people's work, always ask for permission from its respective owners!
DO NOT PUBLISH DECOMPILED SOURCE CODE WITHOUT PERMISSION FROM ITS RESPECTIVE OWNERS
UE Explorer decompiles any UnrealScript class up to great accuracy to the original code. Everything from comments, to objects, replication, and defaultproperties are properly output and browsable using a rich syntax highlighting editor.
Comments are insert into the generated code which are fetched from the MetaData within the package:
Constants, Enumerations, Structures, Variables, and functions are all decompilable.
Unlike other decompiles, UE Explorer does decompile every data type exposed in the defaultproperties block.
- Bytes, Ints, Floats, Bools
- Dynamic Arrays, Static Arrays
- Structs, Subobjects
- Enums, Delegates
Archetypes are created instances of templated class object with their own set of default values(called DefaultProperties in classes).
Archetypes are a great technique for Level Designers to customize a set of classes such as a Monster whom's default values such as Health, Skin, and Weapons set may have been modified without having to interfere a programmer. All these archetypes are decompilable using UE Explorer's Objects->Content tab, this tab also lists all the sounds, textures and any other kind of content.
The UE Explorer's interface exposes a great amount of information such as the package's content, but also the technical details which can be an useful resource for some developers. These details are things such as the package's version number, licensee version, and the package's settings such as whether if the package is download or server side only.
UE Explorer provides a bunch of useful tools for people whom are interested in modding Unreal package files and anyone else interested in learning UnrealScript.
- Export decompiled and/or imported scripts from any package containing code
- Search in decompiled object or classes
- View the package or any object individual with an inbuilt hex-viewer providing colorful structures and ease of navigating throughout a package's objects with support for Unreal specific data types
- A clean interface of classes with all its fields decompilable individually using the tree view
- Has an inbuilt color code generator, useful for any modder or server administrator willing to color titles of a server of map objective etc!
- The dependencies treeview shows a deep detailed dependencies tree of packages such as maps or code up to point of why a loaded package is dependent on another specific package. Which is great for optimizing mods or games before releasing
- Export sounds from UE1 and UE2 games
The names table lists all the unique names whom are used within the package.
The exports table lists all the objects whom exist in the package.
The exports table will provide loads of essential and useful information of each object such as the "Object Offset" which tells the position where said object exists in the package file.
This can be useful if you are willing to use a Hex-Editor to modify some bytes from said object.
The imports table is basically the equivalant of the in depth dependencies TreeList, except this one is provided in the raw format which is unorginazed.
This collection provides several details for each import. An import describes which object/class this package requires for it to function properly.
Each import will describe its class and in which package that class resists.
The generations table lists all the generations of this package which were built using the ConformCommandlet.
Conforming is used to keep updated packages compatible online with older versions of the same package.
This table is useful for validating if your package is indeed conformed.
The dependencies treeview exposes what a package is dependent on such as this image which shows that package A is dependent on package Core, and when expanded you can see why package A is dependent on Core.
UELib supports all of the following tested games! May support more than what's listed here!
Not all of those games are fully supported. Some may not be decompilable, but definitely openable.
Unreal Engine 1
|Star Trek: The Next Generation: Klingon Honor Guard||61/000||MicroProse|
|Unreal Mission Pack: Return to Na Pali||226b||68/000||Epic Games|
|Unreal Tournament||338-436||68/000||Epic Games|
Unreal Engine 2
Green colored numbers indicate swhat version since UE Explorer supports said game.
|Unreal Tournament 2003||1077-2225||119/025||Epic Games|
|Unreal II||829-2001||126/2609||Legend Entertainment|
|Unreal Tournament 2004||3120-3369||128/029||Epic Games|
|Red Orchestra: Ostfront 41-45||3323-3369||128/029||Tripwire Interactive|
|Killing Floor||3369||128/029||Tripwire Interactive|
|Battle Territory Battery||????||???/???|
Unreal Engine 3
|Medal of Honor: Airborne (1.1)||2859||421/011|
|Stargate Worlds (1.2)||3004||486/007|
|Gears of War||3329||490/009||Epic Games|
|Unreal Tournament 3||3809||512/000||Epic Games|
|Mirrors Edge (Revised in 1.1, and Upcoming 1.3)||3716||536/043|
|Alpha Protocol (Upcoming in 1.3)||3857||539/091|
|APB: All Points Bulletin (1.1)||3908||547/032|
|Gears of War 2 (1.1)||4638||575/000||Epic Games|
|MoonBase Alpha (1.1)||4947||587/000||NASA|
|The Exiled Realm of Arborea or TERA (Upcoming in 1.3)||4206||610/014|
|Monday Night Combat||5697||638/000|
|Unreal Development Kit||6094-10246||664-860||Epic Games|
|Alice Madness Returns||6760||690/000|
|The Ball||6699||706/000||Teotl Studios|
|Bioshock Infinite (Upcoming in 1.3)||6829||727/075|
|Bulletstorm (1.1)||7052||742/029||Epic Games|
|Red Orchestra 2: Heroes of Stalingrad||7258||765/???||Tripwire Interactive|
|Aliens: Colonial Marines||Unknown||787/047||Gearbox Software|
|Rock of Ages||7748||805/000|
|Super Monday Night Combat||8364||820/000|
|Gears of War 3 (1.1)||8653||828/000||Epic Games|
|Quantum Conundrum||8623||832/32870||Airtight Games|
|Borderlands 2 (1.2)||8623/023||832/056||Gearbox Software|
|Remember Me (Better in 1.2, and in 1.3)||8623||832/021|
|The Haunted: Hells Reach||8788||841/000|
|Infinity Blade 2||9059||842/001|
|XCOM: Enemy Unknown||8916||845/059||Firaxis Games|
|Gears of War: Judgement||10566||846/000|
|The Five Cores||9656||859/000|
|Special Force 2 (1.2)||6712||904/009||
|Rise of the Triad (Unknown)||Unknown||Unknown|
May also work on other games. Open any game package at your own risk!
Modding games with UE Explorer is possible to some certain extent.
These games are known to be modded by their communities, I suggest you could go learn how to mod games using Hex Editors together with the assistence of UE Explorer.
- Dishonored : Dishonored Ultimate Difficulty Mod - There's a guide on page 2.
- XCOM: Enemy Unknown : Modding Forum - Lots of guides and topics on modding XCOM.
- Aliens Colonial Marines : Editting Game Variables - A guide on modding variables.
You can find a lot more on Google.
The following people are credited because they've directly or indirectly influence the development of UE Explorer!
- Antonio Cordero Balcazar
- UTPT and his documentation on the Unreal bytecode's
- Package version correction
Although the repository source code is private, you are still welcome to submit issues which could be a bug or a task/feature request.