Asset Dumper Unknown Bytecode 0x0C on /Game/FactoryGame/Buildable/-Shared/WorkBench/BPW_MAM

Trying to dump all assets, mainly because I want to be able to see all the textures and materials in the editor, so I've followed the docs here https://docs.ficsit.app/satisfactory-modding/latest/CommunityResources/AssetToolkit.html When running the dump I get this is the log:
[2025.08.18-15.48.00:240][ 42]LogAssetDumper: Display: Serializing asset /Game/FactoryGame/Buildable/-Shared/WorkBench/BPW_MAM
[2025.08.18-15.48.00:254][ 42]LogWindows: Error: appError called: Assertion failed: 0 [File:C:\ModTools\SatisfactoryModding\SatisfactoryModLoader\Mods\UEAssetToolkit-rex-dev\AssetDumper\Source\AssetDumper\Private\Toolkit\KismetBytecodeDisassemblerJson.cpp] [Line: 1055]
Unknown bytecode 0x0C
[2025.08.18-15.48.00:240][ 42]LogAssetDumper: Display: Serializing asset /Game/FactoryGame/Buildable/-Shared/WorkBench/BPW_MAM
[2025.08.18-15.48.00:254][ 42]LogWindows: Error: appError called: Assertion failed: 0 [File:C:\ModTools\SatisfactoryModding\SatisfactoryModLoader\Mods\UEAssetToolkit-rex-dev\AssetDumper\Source\AssetDumper\Private\Toolkit\KismetBytecodeDisassemblerJson.cpp] [Line: 1055]
Unknown bytecode 0x0C
Per suggestion by @Robb, I also tried @Rex fork of the asset dumper (https://github.com/Th3Fanbus/UEAssetToolkit/tree/rex-dev) and run into the exact same issue. First I thought it might be due to my mods, but I get this error with only SML, TFIT and FixClientResourceSinkPoints as well, so I assume that the mods are not the issue. Any help is appreciated!
Unreal Engine Asset Toolkit :: Satisfactory Modding Documentation
The Asset Toolkit has not yet been fully tested on UE5 or the 1.0 release. This article is a work-in-progress. Please contact u...
GitHub
GitHub - Th3Fanbus/UEAssetToolkit at rex-dev
A set of 2 plugins, one for generating asset dumps from the game and second for making assets from them in editor - GitHub - Th3Fanbus/UEAssetToolkit at rex-dev
Solution:
Not to familiar with C++ and/or the asset format, but I seem to have fixed it by adding this to the switch in AkismetBytecodeDisassemblerJson.cpp ``` case EX_NothingInt32: ReadInt(ScriptIndex);...
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2 Replies
Solution
IzaacB
IzaacB4d ago
Not to familiar with C++ and/or the asset format, but I seem to have fixed it by adding this to the switch in AkismetBytecodeDisassemblerJson.cpp
case EX_NothingInt32:
ReadInt(ScriptIndex);
Result->SetStringField(TEXT("Inst"), TEXT("Nothing"));
break;
case EX_NothingInt32:
ReadInt(ScriptIndex);
Result->SetStringField(TEXT("Inst"), TEXT("Nothing"));
break;
Will have to see if it messes up with the Asset Generator when it's done dumping
IzaacB
IzaacBOP4d ago
I based my code on the comment in the declaration and the similarities with EX_Nothing btw.

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