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2.5 (CL-3889387)

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@PongooDev PongooDev released this 11 Nov 17:59
· 15 commits to main since this release

Server assets for 2.5 (CL-3889387), a full data extraction, from MrPodge6's extractor (#21), made from a PlayStation 4 build. It has AIDirector_Fortnite, Athena_GameplayActors, LootTierData_Client, LootPackages_Client and LootQuotaData; Athena_LocationVolumes is not in the build's data. The pak's DefaultEngine.ini reads VersionDisplayName=0.0.1, the same as the Windows 2.5 build's.

PS4 check: the packages use the same format as the Windows 2.5 build's own (the same package file version, unversioned, the same package flags and custom versions), and 44,489 of the pak's 44,579 files are byte-identical to the Windows build's copies. The PS4-only packages are the server-only ones the PC cook strips (AIDirector_Fortnite, LootQuotaData, QuickTower_Builder, FDB_Quicktower, RayBuilding_Builder, RayBuilding_Builder2). 40 more differ from their PC copies: Blueprints and data assets, mostly Save the World missions and the Quick Tower gadget that reference those server-only packages, and some of the Save the World levels kept for their navmeshes. Their export tables match the PC copies (same objects, classes and flags); only property values differ. Every package they import exists in the Windows build or in the pak. Not tested on a server.

Updated 2026-11-12: rebuilt with ServerAssetsExtractor 3.0.0's rules (rules.json version 3), which keep platform-cooked rendering data out of the pak. The pak mounts over the build's own files, on the server and on a host's own game that plays from the same folder, so these console copies replaced the PC ones. This pak is the published one with these packages taken out, made with ServerAssetsExtractor filter; every other file is byte for byte the same, and the sig is rebuilt from the new pak's 64 KiB chunk CRCs with a zeroed master signature.

Left out as platform-cooked (13):

  • /Game/Maps/Horde/HordeProto_001_AD: a level with PhysX binary collision data (PhysicsSerializer) inside
  • /Game/Maps/Horde/KeepNeighborhoodProto: a level with lighting build data (MapBuildDataRegistry) inside
  • /Game/Maps/Tiles/Tile_Suburban_002: a level with lighting build data (MapBuildDataRegistry) inside
  • /Game/Maps/Zones/Outpost/Zone_Outpost_CannyValley: a level with PhysX binary collision data (PhysicsSerializer) inside
  • /Game/Maps/Zones/Outpost/Zone_Outpost_Stonewood: a level with PhysX binary collision data (PhysicsSerializer) inside
  • /Game/Maps/Zones/Outpost/Zone_Outpost_TwinePeaks: a level with PhysX binary collision data (PhysicsSerializer) inside
  • /Game/Maps/Zones/Survival/Zone_Survival_Winter_Temperate: a level with PhysX binary collision data (PhysicsSerializer) inside
  • /Game/Maps/Zones/TheFarmstead/Zone_Onboarding_FarmsteadFort: a level with lighting build data (MapBuildDataRegistry) inside
  • /Game/Maps/Zones/TheStripMall_Winter/Zone_Temperate_TheStripMall_WinterStatic: a level with PhysX binary collision data (PhysicsSerializer) inside
  • /Game/Maps/Zones/Zone_Onboarding_Forest_a: a level with PhysX binary collision data (PhysicsSerializer) inside
  • /Game/Maps/Zones/Zone_Onboarding_Grasslands_a: a level with lighting build data (MapBuildDataRegistry) inside
  • /Game/Maps/Zones/Zone_Onboarding_Suburban_a: a level with lighting build data (MapBuildDataRegistry) inside
  • /Game/Maps/Zones/Zone_Temperate_Grassland_Vinderlab: a level with PhysX binary collision data (PhysicsSerializer) inside

Left out as levels (2), kept before only for their navmeshes: BotLayout_2x1, Layout_RadarTower_11. The PC build has the same navmeshes (same sizes in every level checked on 2.5, 5.21 and 6.00), so these only replaced the PC levels.

Updated again 2026-11-12, navmesh levels restored: rebuilt from the original pak (SHA-256 16b895aa3ba511b321fcd429ace74858a8df23b33c6ff580c400517a2e6d19b7) with ServerAssetsExtractor 3.1.0's filter (rules.json version 4). Version 4 keeps every level with a built navmesh, before the platform-cooked check: the server's AI walks on the built navmesh, and a PC cook can lack it (6.20's Deimos_Gameplay has the fiends' AthenaNavMesh only in the console cook). Such a level overrides the PC copy, on the server and on a host's own game.

Restored (11): BotLayout_2x1, HordeProto_001_AD, KeepNeighborhoodProto, Tile_Suburban_002, Zone_Outpost_CannyValley, Zone_Outpost_TwinePeaks, Zone_Survival_Winter_Temperate, Zone_Onboarding_FarmsteadFort, Zone_Temperate_TheStripMall_WinterStatic, Zone_Onboarding_Forest_a, Zone_Onboarding_Grasslands_a.

Of them, 10 hold console data and override the PC level with it: HordeProto_001_AD (console PhysX data), KeepNeighborhoodProto (console lighting data), Tile_Suburban_002 (console lighting data), Zone_Outpost_CannyValley (console PhysX data), Zone_Outpost_TwinePeaks (console PhysX data), Zone_Survival_Winter_Temperate (console PhysX data), Zone_Onboarding_FarmsteadFort (console lighting data), Zone_Temperate_TheStripMall_WinterStatic (console PhysX data), Zone_Onboarding_Forest_a (console PhysX data), Zone_Onboarding_Grasslands_a (console lighting data).

Still left out: 2 levels with console PhysX data and no built navmesh (e.g. Zone_Outpost_Stonewood), 1 level with console lighting data and no built navmesh (e.g. Zone_Onboarding_Suburban_a) and 1 level whose navmesh has no built tiles.

Every file kept is byte for byte the original's. The sig is rebuilt from the new pak's 64 KiB chunk CRCs with a zeroed master signature.

File Size SHA-256
ServerAssets-2.5-CL-3889387.pak 308,402,902 bytes (was 200,983,410; the original 333,023,228) 0ef57ae267d2d533d86b139aecc382aa23ea7267e711d117f511b18380e0186b
ServerAssets-2.5-CL-3889387.sig 18,892 bytes 2cbb5bc7c5a4aef2def5c1dcf445e5a212aced478b8ee1089107801e58e9eb0e