Event driven, blueprint accessible flexible 7zip compression, archiver, and file manipulation plugin for Unreal Engine 4. 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.
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.
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.
After you've added the interface and hit Compile on your blueprint you'll have access to the Progress and List events
They're explained in further detail below.
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).
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.
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.
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.
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:
ZipUtilityInterface
interface in your blueprint from the Class Settings menuself
(or a reference to the class that implements ZipUtilityInterface
) to all zip/unzip functionsAll 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 | 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 |
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.
Specify full path for the file you wish to move and it's destination
To rename it, simply change the destination name
Expects self to be a FileListInterface
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.
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
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
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.
For windows utility functions, the callback setup is similar, kindly refer to WindowsFileUtilityFunctionLibrary.h which may use IWFUFileListInterface or IWFUFolderWatchInterface depending on functions used.
MIT for ZipUtility and 7z-cpp
LGPL for 7za.dll, LGPL + Unrar for 7z.dll
See license file for details.
Add any issues you run across to https://github.com/getnamo/ZipUtility-ue4/issues
or post to the unreal forum thread.