Unreal PAK & IoStore Extractor

Browse game content, inspect asset properties, and preview recovered images, sounds and meshes.

Drop an Unreal PAK, asset package or ZIP with companion files here

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Upload companions together

Put .utoc and matching .ucas files, including numbered partitions and any required global.utoc/global.ucas, in one ZIP. Preserve names and wrapping directories. For packages, include the matching .uasset or .umap, .uexp, .ubulk and other required payloads.

A lone export, bulk file or IoStore partition cannot provide its missing package context. Results identify missing inputs and preserve readable files.

Automatic asset decoding

Upload your files as they are. The extractor detects version information and tries compatible settings automatically. Available .usmap schema files in the same upload are discovered automatically; include them with your files if you have them.

Some cooked packages omit information needed to interpret their properties. Results preserve readable files and explain when missing schemas, companions or unsupported formats prevent decoding.

Tested coverage and limits

The baseline is tested with generated classic PAKs and CUE4Parse's Unreal 5.8 tagged and unversioned fixture packages and uncompressed IoStore bundles. Game-specific formats and modified engines may be unsupported. Required mappings and companions must be supplied in this upload.

Supported exports include object properties, data tables, 2D textures, PCM/ADPCM audio and available compressed sound payloads. Static meshes can export their highest conventional LOD as GLB without materials; Nanite, virtual textures, animation and complete scenes are outside the baseline. Unsupported media stays downloadable.

Encrypted indexes may hide every filename. Results report locked inputs; encryption keys cannot be recovered and key submission is not supported. Uncompressed, Zlib and the fixture's Oodle PAK variant are verified; other compression and media variants can be unsupported. Completed output is preserved when a codec is unavailable.

Uploads are limited to 700 MiB. Processing shares the archive budgets: up to 1 GiB expanded data, 256 MiB per file, 25,000 entries and 300 seconds, with at most 128 packages automatically decoded. Large or expensive inputs can produce partial results.

Browse the result

Open assets/ for asset pages linking raw downloads, properties and successful conversions. files/ preserves the content hierarchy. metadata/ and DECOMPILATION-NOTES.txt explain versions, companions, locked entries and incomplete results. Download individual files or the complete result ZIP.

PAK is an ambiguous extension: Chromium resource packs and other game containers are different formats. Renaming a file does not make it Unreal. This tool extracts and inspects assets; it does not reconstruct original C++ source or editable Blueprint graphs.

For Valve archives, use the VPK and Source 2 extractor.