UE5 Blueprint replication handle & net field resolver, built on CUE4Parse.
Scans .pak files to discover Blueprint classes and resolves their replication layout handles and ClassNetCache indices using C++ seed data from RepSeedDumper.
Pre-built binaries are available on the Releases page.
Requires .NET 8.0 Runtime (win-x64).
Produces two JSON files:
rep_layout.json— Per-class replication property handles with 1-based indices, inheriting from the C++ seed and appending BP-defined replicated propertiesclass_net_cache.json— Per-class net field export indices, combining seed net fields with BP properties and RPCs
git clone --recurse-submodules https://github.com/Mokocoder/RepSeedResolver.git
dotnet publish -c Release
- Set Paks Dir to the game's pak folder
- Load Seed JSON (
replication_seed.jsonfrom RepSeedDumper) - Select Game version
- (Optional) Load
.usmapmappings - Click Run
- CUE4Parse mounts the game's pak files and loads mappings
- Scans all packages for
UBlueprintGeneratedClassexports using the global script object index for fast filtering - For each BP class, collects replicated properties (
EPropertyFlags::Net) and net RPCs (FUNC_Net) - Walks the BP inheritance chain to find the C++ ancestor in the seed data
- Appends BP handles after the C++ seed handles, preserving UE's
FRepLayoutwire ordering - Accumulates net field counts up the chain to produce correct
ClassNetCachemax indices

