Hello,
When reading #22, I've seen that Palworld is saving headerless GVAS data into a ByteProperty array. The thing is, the game I'm working on, Coral Island, is doing the exact same thing. So instead of forking uesave-rs and always writing similar code, it would be great to have a custom type that we could use to overwrite ByteProperty.
This type could be used with the --types flag, with something like this: --types .My.ByteProperty.Array=HeaderlessGVAS. And whenever we use this flag, it would overwrite and replace the ByteProperty Array with this type that would decode/encode it safely.
What do you think?
I don't know how many games use this data type, but it might come in handy.
Thanks!
Hello,
When reading #22, I've seen that Palworld is saving headerless GVAS data into a ByteProperty array. The thing is, the game I'm working on, Coral Island, is doing the exact same thing. So instead of forking uesave-rs and always writing similar code, it would be great to have a custom type that we could use to overwrite ByteProperty.
This type could be used with the
--typesflag, with something like this:--types .My.ByteProperty.Array=HeaderlessGVAS. And whenever we use this flag, it would overwrite and replace the ByteProperty Array with this type that would decode/encode it safely.What do you think?
I don't know how many games use this data type, but it might come in handy.
Thanks!