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[GH-ISSUE #3625] [Feature] Unreal Engine reverse engineering: Pak/IoStore, UAsset reflection, and Blueprint bytecode reconstruction #1352
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opened 2026-10-16 21:04:35 +00:00 by bsakaguchi
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Originally created by @matbrgz on GitHub (Oct 14, 2026).
Original GitHub issue: https://github.com/morluto/rea/issues/3625
Summary
Unreal Engine (UE4 and UE5) is one of the premier game engines and real-time 3D platforms, powering AAA games, simulations, automotive interfaces, and virtual production. While Unity reverse engineering is addressed in #3607, Unreal Engine employs an entirely distinct binary architecture, asset serialization model, and virtual machine.
In packaged Unreal Engine games, assets and logic are compiled into tightly optimized containers and binary packages:
.pak) files and modern UE5 Zen / IoStore containers (.utocTable of Contents +.ucasContainer CAS files)..uassetpackage headers,.uexpexport payloads,.ubulkuncompressed bulk data buffers).UObject,UClass,FProperty,UFunction,UScriptStruct, andUEnumreflection definitions.AssetRegistry.binglobal metadata andUDataTablestructured game data.This feature proposal introduces dedicated Unreal Engine Reverse Engineering to REA, enabling container unpacking (Pak and IoStore), UAsset reflection recovery, DataTable extraction, and Blueprint bytecode disassembly/decompilation.
Technical Capabilities & Architecture
1. Container Unpacking: Pak & IoStore (Zen)
.pak):.utoc+.ucas):FIoStoreTocHeader,FIoChunkId, container flags, and chunk compression blocks.FDirectoryIndexStore.2. UAsset Package & Reflection Serialization
.uasset+.uexp+.ubulk):FPackageFileSummary: package flags, total header size, custom version GUIDs, and engine version tags.FNameEntry/FNameEntrySerializedstring tables.FObjectImport): resolve dependencies to external packages, engine classes, and native modules.FObjectExport): map internal object definitions, class indices, super indices, and memory offsets in.uexp.UClasshierarchies, struct layouts (UScriptStruct), and enum definitions (UEnum).FStrProperty,FTextProperty,FNameProperty,FArrayProperty,FMapProperty,FStructProperty, andFObjectPropertypointers.3. DataTable & String Asset Extraction
UDataTable) Rows: Deserialize binary row structs into structured, human-readable JSON tables (e.g. weapon statistics, dialogue trees, game balance curves, drop tables)..locres/.locmeta) andUStringTableassets.AssetRegistry.bin): Parse the global asset registry to extract package metadata, asset tags, primary asset bundles, and cross-package dependency graphs without inspecting individual asset payloads.4. Blueprint / Kismet Bytecode Disassembly & Decompilation
UFunctionandUBlueprintGeneratedClassrecords.EX_LocalVariable,EX_InstanceVariable), assignments (EX_Let), mathematical operations (EX_CallMath), jumps/branches (EX_Jump,EX_JumpIfNot), dynamic casts (EX_DynamicCast), and function invocations (EX_VirtualFunction,EX_FinalFunction,EX_LocalVirtualFunction).5. Media & Texture Bulk Carving
UTexture2Din DXT1, DXT5, BC7, ASTC, RGBA) from.ubulkbuffers.USoundWave/ Opus, ADPCM, Bink Audio) with sample rate and channel layout metadata.Acceptance Criteria
analyze_unreal_packagein REA CLI and MCP contracts, accepting.pak,.utoc, and.uassetinputs..pakand IoStore.utoc/.ucasarchives without memory leaks or uncapped allocations..uasset+.uexpfiles to extract Name Maps, Import/Export tables, and object schemas into structured JSON.UDataTablebinary assets into valid JSON row arrays.UFunctioninto human-readable pseudocode.decryption_key_requireddiagnostics.Related
@8rulerstar commented on GitHub (Oct 20, 2026):
For reference, #4362 is an open PR for read-only
.pakinventory (pak versions 1 to 12: footer, index, entries, compression and encryption flags), compared against repak on a UE 5.8.3 pak.@DarkNightForge commented on GitHub (Oct 21, 2026):
I'd like to take the Blueprint/Kismet bytecode half of this, if the scope fits.
#4362 covers
.pakinventory, and its author has said extraction, decryption, propertydeserialisation and Blueprint bytecode are outside what they plan to do. That leaves the bytecode
side unclaimed. I work in UE 5.8 regularly, so I know what
UFunction,UBlueprintGeneratedClassand the cook output actually are, and — more importantly for verification — I can cook fixtures from
a project I own rather than working from someone else's shipped game.
Analyst question. "What does this Blueprint actually do?" Today REA detects Unreal (the
Content/Paksconvention and the IoStore TOC magic insrc/domain/nativeConvention.ts) and stopsthere. A packaged UE title's gameplay logic is compiled Kismet bytecode living inside
UFunctionexports in
.uexp. No existing REA operation can read it, and the JavaScript, native and managedlanes don't apply to it.
Proposed scope — one operation, read-only.
.uasset/.uexppair plus an export name.EExprTokenopcode, operands, byte offsets — as Evidence.src/domain/unreal/kismetBytecode.tsas a pure decoder, plus its tool contract.Non-goals, explicitly. No decompilation to pseudocode — if that is ever wanted it should be a
separate decision. No extraction, decryption or asset recovery. No DRM, anti-cheat or licence-check
surface. Nothing that executes, injects into, mutates or communicates with a target.
Effects. None beyond reading two caller-supplied files: no execution, no injection, no mutation,
no network, no persistence. This is static format decoding, which I read as falling under the
"disassembly, decompilation" line in the supported scope.
Verification. Fixtures cooked from a UE 5.8 project I own, whose Blueprint source I wrote, so the
expected opcodes are known rather than inferred. Goldens generated from those; no third-party or
shipped-game content in the repo. The opcode table comes from
EExprTokenin the engine'sScript.h.Sequencing. This needs the
.uassetexport-map reader from #4362 to locate the bytecode, so I'dstart after that lands. In the meantime, I'd keep any prototype local, to inform the design rather
than to pre-empt the decision.
Could I get a scope decision on that narrow version? Happy to narrow it further if some part of it
doesn't fit.