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  • Rank 191,264 (Top 4 %)
  • Language
    C++
  • License
    Other
  • Created almost 9 years ago
  • Updated about 1 year ago

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Repository Details

Event driven 7zip utility plugin for the Unreal Engine.

ZipUtility Plugin

GitHub release Github All Releases

Event driven, blueprint accessible flexible 7zip compression, archiver, and file manipulation plugin for the Unreal Engine. Built on 7zip-cpp modernization of the SevenZip++ C++ wrapper for accessing the 7-zip COM-like API in 7z.dll and 7za.dll.

Supports the following compression algorithms: 7Zip, GZip, BZip2, RAR, TAR, ISO, CAB, LZMA, LZMA86.

Plugin works in Windows only.

Main Forum Thread

Quick Install & Setup

  1. Download
  2. Create new or choose project.
  3. Browse to your project folder (typically found at Documents/Unreal Project/{Your Project Root})
  4. Copy Plugins folder into your Project root.
  5. Restart the Editor and open your project again. Plugin is now ready to use.

Note on compiling

If you're recompiling for e.g. another engine build or packaging you will need to ensure you have ATL installed.

  1. Open Visual Studio Installer -> Modify.
  2. Click on the Individual components and scroll down to Visual C++ ATL for x86 and x64.
  3. (Optional) It's probably a good idea to ensure you have Visual C++ MFC for x86 and x64 included as well.
  4. After installation has completed, the plugin should auto-detect your ATL include location and compile correctly.

Blueprint Access

Right click anywhere in a desired blueprint to access the plugin Blueprint Function Library methods. The plugin is completely multi-threaded and will not block your game thread, fire and forget.

Right Click

Optional but highly recommended: Add ZipUtilityInterface to your blueprint if you wish to be notified of the progress, e.g. when your archive has finished unzipping or if you wish to display a progress bar.

Add Interface

After you've added the interface and hit Compile on your blueprint you'll have access to the Progress and List events

Events

They're explained in further detail below.

Zipping and Compressing Files

To Zip up a folder or file, right click your event graph and add the Zip function.

Specify a path to a folder or file as a target.

Leave the Compression format to the default SevenZip or specify a format of choice, the plugin automatically appends the default extension based on the compression format. Note that not all compression formats work for compression (e.g. RAR is extract only).

Zip Function Call

Unzipping and Extracting Files

To Unzip up a file, right click your event graph and add the Unzip function.

Specify the full path to a suitable archive file.

The plugin automatically detects the compression format used in the archive, but you can alternatively specify a specific format using the UnzipWithFormat method.

Unzip Function Call

Listing Contents in an Archive

To list files in your archive, right click your event graph and add the ListFilesInArchive function.

Specify the full path to a suitable archive file. This function requires the use of the ZipUtilityInterface callback OnFileFound, so ensure you have ZipUtilityInterface added to your blueprint.

List Files Function Call

The OnFileFound event gets called for every file in the archive with its path and size given in bytes. This function does not extract the contents, but instead allows you to inspect files before committing to extracting their contents.

Events & Progress Updates

By right-clicking in your blueprint and adding various ZipUtility events, you can get the status of zip/unzip operations as they occur. All callbacks are received on the game thread. To receive callbacks you must satisfy two requirements:

  1. Implement the ZipUtilityInterface interface in your blueprint from the Class Settings menu
  2. Pass a reference to self (or a reference to the class that implements ZipUtilityInterface) to all zip/unzip functions

All events pass along the name of the archive being operated on. Since multiple events can be running in parallel, the archive name is useful to uniquely match events with operations.

Event Table

Event Details
OnStartProcess Called when the zip/unzip operation begins
OnProgress Called periodically while a zip/unzip operation is running to provide the overall status of the operation
OnFileDone Called for every file that is done being zipped/unzipped
OnDone Called when the entire zip/unzip operation has completed
OnFileFound Called for every file that is found as the result of a ListFilesInArchive call

Progress Updates

Stopping Operations

Most of the Zip and Unzip methods return a pointer to a ZipOperation. This pointer can be used to terminate an operation that is still running by calling the StopOperation function.

The returned pointer to ZipOperation will be Garbage Collected if it is not stored as an Object Reference or in C++ in a UPROPERTY declared pointer. So don't store ZipOperation as a soft reference/pointer. It is safe to completely ignore the returned ZipOperation if you do not care about manually terminating the operation.

Unzip Function Call

Convenience File Functions

Move/Rename a File

Specify full path for the file you wish to move and it's destination

Move File

To rename it, simply change the destination name

Rename Folder

Create/Make Directory

Make Directory

List Contents of Folder

Expects self to be a FileListInterface

List Contents

C++

Setup

To use the C++ code from the plugin add it as a dependency module in your project build.cs e.g.

PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "ZipUtility"});

then #include "ZipFileFunctionLibrary.h" in the places where you'd like to use the plugin functionality.

Lambda

UnzipWithLambda

call the static function with done and progress callback lambdas e.g. if you're interested in both

UZipFileFunctionLibrary::UnzipWithLambda(FString("C:/path/to/your/zip.7z"),
    []()
    {
         //Called when done
    },
    [](float Percent)
    {
         //called when progress updates with % done
    });

replace either with nullptr if you're not interested in that callback

ZipWithLambda

call the static function with done and progress callback lambdas e.g. if you're interested in both

UZipFileFunctionLibrary::ZipWithLambda(FString("C:/path/to/your/zip.7z"),
    []()
    {
         //Called when done
    },
    [](float Percent)
    {
         //called when progress updates with % done
    });

replace either with nullptr if you're not interested in that callback

Your own class with IZipUtilityInterface

Let's say you have a class called UMyClass. You then add the IZipUtilityInterface to it via multiple inheritance e.g.

class UMyClass : public UObject, public IZipUtilityInterface
{
   GENERATED_BODY()
   ...
};

Because the events are of the type BlueprintNativeEvent you add the C++ implementation of the events like so

class UMyClass : public UObject, public IZipUtilityInterface
{
    GENERATED_BODY()
    ...

    //event overrides
    virtual void OnProgress_Implementation(const FString& archive, float percentage, int32 bytes) override;
    virtual void OnDone_Implementation(const FString& archive, EZipUtilityCompletionState CompletionState) override;
    virtual void OnStartProcess_Implementation(const FString& archive, int32 bytes) override;
    virtual void OnFileDone_Implementation(const FString& archive, const FString& file) override;
    virtual void OnFileFound_Implementation(const FString& archive, const FString& file, int32 size) override;
};

ensure you have at least an empty implementation for each function

void UMyClass::OnProgress_Implementation(const FString& archive, float percentage, int32 bytes)
{
    //your code here
}

To call a ZipUtility function you first get a valid pointer to your class (I leave that up to you) e.g.

UMyClass* MyZipClass = NewObject<UMyClass>(); //or you may already have a valid pointer from allocating elsewhere

then to e.g. unzip you pass the pointer to your class with the IZipUtilityInterface as your second parameter (and if you use them, any other optional parameters such as compression format). If you are calling the zip functions from within the class that implements IZipUtilityInterface then you can simply pass this:

UZipFileFunctionLibrary::Unzip(FString("C:/path/to/your/zip.7z"), MyZipClass);

See ZipFileFunctionLibrary.h for all the function signatures.

See ZULambdaDelegate.h for an example class using the above setup to convert IZipUtilityInterface interface calls into lambda functions.

Windows Utility

For windows utility functions, the callback setup is similar, kindly refer to WindowsFileUtilityFunctionLibrary.h which may use IWFUFileListInterface or IWFUFolderWatchInterface depending on functions used.

License

MIT for ZipUtility and 7z-cpp

LGPL for 7za.dll, LGPL + Unrar for 7z.dll

See license file for details.

Help

Add any issues you run across to https://github.com/getnamo/ZipUtility-Unreal/issues

or post to the unreal forum thread.

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