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Digging into THE FINALS file structure?
If you're trying to dump 3D models or audio from the latest builds, you've probably hit the AES wall. THE FINALS uses Unreal Engine 5's IO Store system, which is a bit more sophisticated than the old .pak files we're used to messing with. I've seen some success with hex-based audio extraction—essentially stripping files by looking for specific headers in the hex structure—but full decryption for models and textures is a different beast.
The Technical Reality
The game utilizes .ucas (uncompressed/compressed data) and .utoc (table of contents) files. Unlike older titles where the AES key might be hardcoded or easily found in the executable, modern games often pull keys from a server or derive them during the initial handshake.
Why hex stripping has limits
While you can exploit vulnerabilities in the pak hex structure to pull raw audio streams, full asset extraction requires the actual 256-bit AES key. If you're messing with the game files for model swapping or custom configs, you're essentially looking for the point in memory where the client receives the decryption parameters.
Anyone found a reliable signature for the AES key in the current memory layout?
If you're trying to dump 3D models or audio from the latest builds, you've probably hit the AES wall. THE FINALS uses Unreal Engine 5's IO Store system, which is a bit more sophisticated than the old .pak files we're used to messing with. I've seen some success with hex-based audio extraction—essentially stripping files by looking for specific headers in the hex structure—but full decryption for models and textures is a different beast.
The Technical Reality
The game utilizes .ucas (uncompressed/compressed data) and .utoc (table of contents) files. Unlike older titles where the AES key might be hardcoded or easily found in the executable, modern games often pull keys from a server or derive them during the initial handshake.
- The .ucas file contains the actual bulk data segments.
- The .utoc file is the encrypted mapping data that tells the engine where everything is.
- The AES key is mandatory to parse the file structure inside these containers.
To get these keys, you can't just scan the local files. You need to attach a debugger or use a memory dumper while the game is running and authenticated. Look for the decryption initialization sequence where the engine sets up the FAES class. In UE5, this often involves tracing the FPackageStore or the IO dispatcher logic. If the key isn't stored locally, it's living in the process memory once the server validates your session.
Why hex stripping has limits
While you can exploit vulnerabilities in the pak hex structure to pull raw audio streams, full asset extraction requires the actual 256-bit AES key. If you're messing with the game files for model swapping or custom configs, you're essentially looking for the point in memory where the client receives the decryption parameters.
Anyone found a reliable signature for the AES key in the current memory layout?