All universal editors
Unreal Engine / GVAS
For .sav and other saves that use the GVAS container. Editing is byte-level with UE-specific caveats — use backups.
All processing runs locally in your browser. Your save file is not uploaded to our servers.
Drop a save file here or browse
Drag and drop or choose a file. After load you will see name, size, and extension.
Steps & tips (Unreal / GVAS)
How to use
- Back up the entire save folder. Close the game before copying or uploading files.
- Upload your .sav or binary save. Read the automatic notice above the hex grid: it tells you if the file starts with GVAS, is gzip-wrapped, etc.
- Click an offset in the hex grid to inspect int32 / float32 / float64 (little-endian) in the sidebar. Edit a single byte with the hex field + Apply, or plan larger edits carefully.
- Download only when you understand what you changed — UE strings are length-prefixed; this tool does not recompute those lengths for you.
- Restore from backup immediately if the game rejects the save.
Tips & limits
- This page does not parse the full GVAS object tree — you are editing raw bytes. Wrong edits break checksums and string length fields.
- If the file is gzip-compressed, the grid shows compressed bytes unless you use an external tool to decompress first.
- Steam Cloud or launcher sync can overwrite your file — disable cloud for that title while testing.
- For games that store JSON inside Base64, use the Base64 or JSON tools instead.