04-07-2012, 01:46 PM
(04-07-2012, 05:21 AM)eliot Wrote: Thanks for reporting your issue, even though UE Explorer is not designed to decompile mods re-compilable, I really thought the UnrealEngine understood the Core.Object.Vector formatting, at least I remember writing UnrealScript like that in some cases where you had to be more specific with the package and object of where a UStruct may resist!
I'll see if I can make an option for this in the future, thanks
Isn't it listed in there? Well except for the version numbering
Yes feel free to pm me or email me.
I think it should! The older UnrealEd seems a little wonky. Maybe if I used a 3rd party compiler :p.
Also what I thought was a "major issue" I was having earlier was just an obfuscated mod. Sucks how it decompiled (and maybe was originally compiled with) null characters because the Windows clipboard rejects those >.<. I would be a very nifty feature if UE Explorer could replace null chars with ... anything else haha.