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unreal_engine_extraction [2026/10/12 08:28] – ultracomfyunreal_engine_extraction [2026/10/15 12:55] (current) – external edit 127.0.0.1
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 ====== What You Need ====== ====== What You Need ======
 You are lucky! For the longest time, extracting assets from Unreal games was the biggest pain in the ass you could imagine. In fact, I collected an ungodly list of tools for entering Unreal games, but you only need two:  You are lucky! For the longest time, extracting assets from Unreal games was the biggest pain in the ass you could imagine. In fact, I collected an ungodly list of tools for entering Unreal games, but you only need two: 
-  - [[Tools#FModel|FModel]] [[https://github.com/4sval/FModel|Download from GitHub]] +  - [[Tools#FModel|FModel]] | [[https://github.com/4sval/FModel|Download from GitHub]] 
-  - [[Tools#jmap|jmap]] [[https://github.com/trumank/jmap|Download from GitHub]] (You will probably be interested in the ''jmap_dumper-x86_64-pc-windows-msvc.zip'' file.)+  - [[Tools#jmap|jmap]] | [[https://github.com/trumank/jmap|Download from GitHub]] (You will probably be interested in the ''jmap_dumper-x86_64-pc-windows-msvc.zip'' file.)
  
 Fmodel is quite amazing - for beginners, It does the job of dealing with ''.pak'' and ''.utoc'' archives. Back in the days, you had to do this with a funny script that you downloaded from a funny website, which then revealed .uasset files which you had to load into a different program that then let you extract files from there. Back then you needed QuickBMS, and then you needed UModel, and then you needed a way to figure out WWise. Fmodel does all of this for you! Fmodel is quite amazing - for beginners, It does the job of dealing with ''.pak'' and ''.utoc'' archives. Back in the days, you had to do this with a funny script that you downloaded from a funny website, which then revealed .uasset files which you had to load into a different program that then let you extract files from there. Back then you needed QuickBMS, and then you needed UModel, and then you needed a way to figure out WWise. Fmodel does all of this for you!
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 After downloading jmap you should have a file called ''jmap_dumper.exe''. This is a command line program that lets you generate a ''.usmap'' file for your game. To do that, you will need to <wrap em>open powershell and navigate to the folder that ''jmap_dumper.exe'' is in</wrap>. After downloading jmap you should have a file called ''jmap_dumper.exe''. This is a command line program that lets you generate a ''.usmap'' file for your game. To do that, you will need to <wrap em>open powershell and navigate to the folder that ''jmap_dumper.exe'' is in</wrap>.
 {{ ::opening_ps.png?nolink&1000 |}} {{ ::opening_ps.png?nolink&1000 |}}
-<WRAP centeralign>Note that the folder is probably different for you. My jmap dumper is in ''D:\Programs\Extraction\Unreal Engine\jmap'' but it can be anywhere for you.\\+<WRAP centeralign>Note that the folder depends on where you downloaded/stored jmap to. I put my jmap dumper in ''D:\Programs\Extraction\Unreal Engine\jmap'', but you are free to put it anywhere, you just need to be able to find it and its directory path again.\\
 <wrap hi>On Windows 11 you should be able to right-click into the window where jmap is in, and then select "Open in Terminal".</wrap>\\ <wrap hi>On Windows 11 you should be able to right-click into the window where jmap is in, and then select "Open in Terminal".</wrap>\\
 However, depending on your settings it might open Command Prompt instead. jmap **requires** powershell.</WRAP> However, depending on your settings it might open Command Prompt instead. jmap **requires** powershell.</WRAP>
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 </WRAP> </WRAP>
 ===== Step 4.2 ===== ===== Step 4.2 =====
-This mappings file can now be used in FModel. Open the <wrap em>Settings</wrap> in FModel and toggle the <wrap em>switch "Local Mappings File (Drag & Drop" to on</wrap>. You can drag and drop your ''output.usmap'' file directly into the settings window, or you use the //Mapping File Path// option below the toggle to specify the directory. Click <wrap em>OK</wrap> and FModel will probably want to restart. Let it do that, and now when you <wrap em>load in</wrap> the game files (ie. [[Unreal Engine Extraction#Step 2|Step 2]]), it will do that using the mappings file you provided. From here you can now freely explore the game's archive and extract at your leisure. Feel free to click at every type of file and see what it does. To extract, right click and select what you need (for Audio, for example, you would want "Save Audio").+This mappings file can now be used in FModel. Open the <wrap em>Settings</wrap> in FModel and toggle the <wrap em>switch "Local Mappings File (Drag & Drop)" to on</wrap>. You can drag and drop your ''output.usmap'' file directly into the settings window, or you use the //Mapping File Path// option below the toggle to specify the directory. Click <wrap em>OK</wrap> and FModel will probably want to restart. Let it do that, and now when you <wrap em>load in</wrap> the game files (ie. [[Unreal Engine Extraction#Step 2|Step 2]]), it will do that using the mappings file you provided. From here you can now freely explore the game's archive and extract at your leisure. Feel free to click at every type of file and see what it does. To extract, right click and select what you need (for Audio, for example, you would want "Save Audio").
  
 ====== Profit! ====== ====== Profit! ======
-That is all. With this knowledge you should now be able to work with Unreal Engine games and extract assets from them. Note that you will need additional software to work with more involved file types, like those used for 3D assets/meshes and others. I am not touching on them, though, as these are standardized pieces of software like [[Blender]] that, if your goal is to work with 3D assets, you probably already know how to work with.+That is all. With this knowledge you should now be able to work with Unreal Engine games and extract assets from them. Note that you will need additional software to work with more involved file types, like those used for 3D assets/meshes and others. I am not touching on them, though, as there are standardized pieces of software like [[Blender]] that, if your goal is to work with 3D assets, you probably already know how to work with (that is to say, I don't, and I don't personally care about 3D assets, I'm just here for the music and sounds).
  
 <wrap hi>To use FModel, you will now be primarily interested on the right side of your screen that acts as an explorer for the game's files. Use it to navigate through the folder structure, double click to open files and right click to see options for extracting the selected files. After opening a file it will often show a preview - use the left button on the bottom right to get back to the file/folder view.</wrap> <wrap hi>To use FModel, you will now be primarily interested on the right side of your screen that acts as an explorer for the game's files. Use it to navigate through the folder structure, double click to open files and right click to see options for extracting the selected files. After opening a file it will often show a preview - use the left button on the bottom right to get back to the file/folder view.</wrap>
unreal_engine_extraction.1791793680.txt.gz · Last modified: by ultracomfy

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