Exception when exporting classes/scripts - Printable Version +- Eliot's Forum (https://eliotvu.com/forum) +-- Forum: UE Explorer (https://eliotvu.com/forum/forumdisplay.php?fid=1) +--- Forum: General (https://eliotvu.com/forum/forumdisplay.php?fid=3) +---- Forum: Issues (https://eliotvu.com/forum/forumdisplay.php?fid=4) +---- Thread: Exception when exporting classes/scripts (/showthread.php?tid=49) |
Exception when exporting classes/scripts - quanganht - 12-09-2012 I tried to export classes/scripts from XComGame using the command line, ver 1.2 Dev. It show up with quite a long list of exceptions, mainly EndOfStream Exceptions. Some classes was not serialized correctly. Popped up Task Manager and saw it taking about 30% CPU usage, and RAM usage keep on increasing. After a couple of minutes, it finally finished. Here is a link to the upk file from XCom and log recorded: http://www.mediafire.com/?8wzg44a97d1lg87. BTW thanks for the awesome work! EDIT: also, I found out that there are inconsistency between viewing code in UE Explorer vs. extracting via command line. Example: XGLevel.uc, line 78 when viewed in explorer: if(bBuildingWithinABuildingOnly && !kBVolume.m_bIsInternalBuilding) in extracted file: if(BuildOptionString(bBuildingWithinABuildingOnly, UnresolvedNativeFunction_129(kBVolume.m_bIsInternalBuilding))) Does this mean the code that parse classes in explorer and command line are different from each other? RE: Exception when exporting classes/scripts - eliot - 12-09-2012 The thrown exceptions are expected for Component archetypes, they have a different structure but are unfortunately undetectable without some ugly hacks or without linking every single game package. Thanks for telling me, this is indeed a bug, caused by the fact the commandline doesn't link the natives table. They are identical. |