Hey. I'm looking to try and get some useful information from UE replay files. The server they are sent from sends them as "chunks" as the game progresses, and there are a few API endpoints that tell me things like how many chunks exist etc. - the files themselves however aren't all that useful in their state. I believe they're compressed server side for the network traffic and decompressed client side, but I don't quite have enough knowledge to figure out how. Here's an example of one of the stream chunks... I've also attached it to this post.
http://pastebin.com/HYEMjDst
I also feel like from my own searching this is where the processing actually takes place within the Unreal client:
https://github.com/EpicGames/UnrealEngi ... eaming.cpp
but again, a lack of knowledge in the engine prevents me from seeing exactly how it happens. I'd love if anyone with some more knowledge on the subject of replay/demo & network transfer/processing would offer some advice. Also willing to pay for some further help if anyone's looking for some work!
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Unreal Engine replay files
Unreal Engine replay files
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WRS
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Re: Unreal Engine replay files
unreal networking is done by replicating properties.
unpicking replay data makes more sense with the game data - which game was this captured from?
unpicking replay data makes more sense with the game data - which game was this captured from?
Useful tool links:
Re: Unreal Engine replay files
Hi, thanks for the response. this is the game. I'll take a look at the useful links! I've never done anything like this but willing to learn, any other resources or ideas you might have would be greatly appreciated.
