Releases: CrystalFerrai/Ue4Export
Releases · CrystalFerrai/Ue4Export
4.1.0
4.0.0
This version now fully supports UE5 games.
- New required command line parameter for specifying the engine version the game was built with.
- New optional
--mappings
parameter for supplying a usmap file for the game. Required to get good output from UE5 games. - Now searches subdirectories for assets instead of only the top level passed in directory. This can be overridden using the
--no-subdirs
parameter.
3.0.1
- Fixed missing DLLs in release
- Fixed uninitialized Zlib
3.0.0
- Added [Auto] export format, which is the new default. See readme for details.
- Texture exporter now removes redundancy in file names. MyTexture.png instead of MyTexture.MyTexture.png.
- New command line option
--mix-output
to prevent clearing output before export. - New command line options
--quiet
and--silent
to reduce log verbosity. - Removed deprecated [Json] export format which was just an alias for [Text].
2.5.0
As of this version, you will need to install the .net 8 runtime instead of .net 6.
- Added support for UE5 games by updating CUE4Parse library.
- Added support for encrypted pak files.
- Added support for Oodle compression.
The version in the file properties still says 2.4.0 because I forgot to update it.
2.4.0
- Added linear to srgb color conversion to texture exports when the source texture is stored as linear.
- Fixed a bug where specifying multiple export types in a single header would only process one of the types.
2.3.2
- Fix directory not found error when exporting textures
2.3.1
- Fix incorrect output message
2.3.0
- The "Json" export format has been renamed to "Text" to better represent what it does.
- Added support for more file types when exporting as "Raw".
- Fix: Do not change the file extension to json when exporting plain text assets as "Text".
(All previous releases have been removed - due to reasons - but can still be obtained as source via tags in the repo.)