"Level /Game/FactoryGame/Map/GameLevel01/Cave_X3_Y4_DesertCanyon_1_01.Cave_X3_Y4_DesertCanyon_1_01:PersistentLevel" for the format of one such ObjectReference, see belowĮach level has a list of game objects (actors and components), preceded by a list of headers for these objects. The count of some old object references, can be ignored according to SCIMĪ list of object references, can also be ignored. There is one more level than the sublevel count above, the last entry being the persistent level ( See SCIM). The number of sublevels that follow - does not include the persistent level The body mainly consists of a list of sublevels and the persistent level. The save file body is the concatenation of the uncompressed chunks. Number of bytes: see "compressed size" above Each compressed chunk has this format:Īlways the magic number "9E2A83C1" in hex (not really an Int as defined above, more like a four byte unsigned integer) This is "private" visibility, 1 would be "friends only"ĭepends on the unreal engine version usedĪ unique identifier ( GUID) for this save, for analytics purposesĭirectly after the save file header, the save file body begins with a list of zlib-compressed chunks. "?startloc=Rocky Desert?sessionName=only one way to find out?Visibility=SV_Private" This is followed by another Int (the next four bytes) that represents the save version and so on.įor a version list see the header SaveCustomVersion.h in the Community resourcesįor a version list see the header FGSaveManagerInterface.h in the Community resources So, for example: The SaveFileHeader begins with an Int (four bytes) that represents the save header version. A data type is a list of ordered fields, each field is a row in the table of the data type. These composite data types are documented below. These are composed of different intermediate data types themselves. Using the basic data types defined above, a save file has two top-level structures: a SaveFileHeader and a SaveFileBody. In this case, the given negative length has to be multiplied by minus two to get the number of bytes the rest of the string occupies (including the two bytes for null-termination). A negative length means that the characters are encoded in UTF-16 little-endian, without a byte-order mark. A positve length means that the characters are encoded in UTF-8. String length in bytes, including null-termination bytesĪ length of zero represents the empty string and occupies just these four bytes. There are five basic types that are used to compose more elaborated structures in the save files:Ī single 8-bit byte that represents a signed integer between -128 and 127.įour consecutive bytes in little-endian order that represent a signed integer between -2,147,483,648 and 2,147,483,647.Įight consecutive bytes in little-endian order that represent a signed integer between -9,223,372,036,854,775,808 and 9,223,372,036,854,775,807.įour consecutive bytes in little-endian order that represent a signed floating-point number with single precision, according to the binar圓2 format of IEEE 754.Ī variable-length byte sequence of UTF-encoded characters, null-terminated: For these versions, this format description should be correct, but may not be complete: It is possible that not all potential structures were present in the analyzed save files. The body of the file is compressed in chunks - see Compressed Save File Body Format below.Īs of Patch 0.6.1.3 (Early Access Build 202470, released on September 28, 2022), the produced save file header has version 10, the save version is 30 and the editor object version is 40. And always back up your saves!Ī save file has a header and a body. Unless you are playing across multiple PC, always choose upload your save file to the cloud to avoid losing your progress.
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