



And there are way more native functions in the Unreal Engine (UE) than 256. Since tokens are 1 byte in size, they can hold values from 0x00 to 0xFF, which gives 256 possible values. Basically these tables are used to interpret what a particular hex code means in terms of program function (using UE Explorer), and also how to convert an intended functionality into the necessary hex code to modify or replace the existing code (using a hex editor such as HxD). See Hex editing UPK files for information on how to apply this information. See Native Tables - XCOM:EU 2012 for the interpretation guidelines for byte-codes into decompiled code used within the UE Explorer (UEE) tool, which in turn is described and linked in Modding Tools - XCOM:EU 2012. These tables show the decompiled UnrealScript and it's compiled hex code equivalent. This is the program used to actually change the UPK files with the compiled hex codes. This program lets you see the decompiled code almost as their creators wrote it, providing key information you will need to change UPK files, such as getting its hex representation, etc.Ī general purpose hex editor. For more information on decompilers in general, see this Decompiler Wikipedia article. Here are short descriptions of the necessary tools.Īn Unreal Engine decompiler. Though not required for use with this article, see reference Modding Tools - XCOM:EU 2012 for links. So the following tables are often called "token tables". When examining decompiled hex code that has been rendered in UnrealScript, it is often necessary to identify the hex code of certain operators and functions ("tokens").
