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Unreal Engine

Unreal Engine 5 keeps a game’s cooked content in packages (.uasset, .uexp, .ubulk), which a shipped game stores inside containers rather than as loose files. The games documented here are MECCHA CHAMELEON (Steam app 4704690, Unreal Engine 5.6.1, executable PenguinHotel, project Chameleon) Sourced · Unreal Engine source and Phantom Blade Zero (Steam app 4115450, project ProjectPBZ), whose containers are encrypted. Observed · PBZ

Area What the games ship Page Confidence
content container IoStore: a .utoc table of contents (version 8, flags 0x09: compressed, indexed, unencrypted, unsigned) with a .ucas data file, Oodle-compressed in 64 KiB blocks IoStore containers Proven · MECCHA
global data a second container, global, with one script-objects chunk IoStore containers Proven · MECCHA
other files a version 11 pak IoStore containers Observed · MECCHA
encrypted containers Phantom Blade Zero: IoStore container flags 0x0b (encrypted, 66 partitions of 2 GiB) and version 12 paks with encrypted indexes IoStore containers Proven · PBZ
user maps a content-only plugin with one World Partition level, cooked as a DLC and shipped as a Steam Workshop item custom maps Observed · MECCHA

The game ships plugins for Steam Workshop maps and for mod.io user content, with its Epic Online Services integration and Mocopi live-link plugin; its cooked content is not encrypted or signed, so the containers can be read as they are. Observed · MECCHA

Asset formats

The packages inside the containers (the export bundle layout, the class registry of Unreal 5.6, materials, meshes and levels as this game cooks them) are not described here; only the container level and the custom-map route are.

Pages

Archives and files

  • IoStore containers (.utoc and .ucas) and pak files — Unreal Engine 5's container format as MECCHA CHAMELEON and Phantom Blade Zero ship it: the .utoc table-of-contents header (version 8), its arrays, chunk ids and types, compression blocks, flags, partitions, encryption, and the accompanying pak files.

Mod loading

  • Custom maps for MECCHA CHAMELEON — How the game loads player-made maps: the official mod kit, the content-only plugin a map is, its level and collision requirements, packaging as a cooked DLC, and the Steam Workshop route.

Sources

  • Unreal Engine — source (access requires an Epic-linked GitHub account)
  • CUE4Parse — reader of pak and IoStore containers and Unreal assets