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Author Topic: Fortnite  (Read 635895 times)
Juso3D
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Re: Fortnite
« Reply #1095 on: April 10, 2019, 15:12 »

oopsy (git pull ftw) Cheesy.
Yeah, I thought "how did he get support for pak 8 when I did it after last update?" Smiley

New update will be ready soon?
Thanks btw


Fortnite seems to have a different pak then version 8 it seems (could be v9 perhaps), update from Gildor might be a while, one just needs to wait.
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FabianFG
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Re: Fortnite
« Reply #1096 on: April 10, 2019, 16:19 »

oopsy (git pull ftw) Cheesy.
Yeah, I thought "how did he get support for pak 8 when I did it after last update?" Smiley

New update will be ready soon?
Thanks btw


Fortnite seems to have a different pak then version 8 it seems (could be v9 perhaps), update from Gildor might be a while, one just needs to wait.

I will have a look into that now
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FabianFG
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Re: Fortnite
« Reply #1097 on: April 10, 2019, 17:40 »

I uploaded a fix (which is hacky and only works for the current fortnite version) for umodel after the latest update

https://www.mediafire.com/file/73o0ya3vi238q8y/UModel%2C_pak_8_fix.zip/file

Any credits to my twitter would be appreciated
https://twitter.com/FunGamesLeaks
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punkeen
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Re: Fortnite
« Reply #1098 on: April 10, 2019, 18:16 »

I uploaded a fix (which is hacky and only works for the current fortnite version) for umodel after the latest update

https://www.mediafire.com/file/73o0ya3vi238q8y/UModel%2C_pak_8_fix.zip/file

Any credits to my twitter would be appreciated
https://twitter.com/FunGamesLeaks

I can't open skin meshes (any). Fatal Error

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Juso3D
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Re: Fortnite
« Reply #1099 on: April 10, 2019, 18:20 »

I uploaded a fix (which is hacky and only works for the current fortnite version) for umodel after the latest update

https://www.mediafire.com/file/73o0ya3vi238q8y/UModel%2C_pak_8_fix.zip/file

Any credits to my twitter would be appreciated
https://twitter.com/FunGamesLeaks

I can't open skin meshes (any). Fatal Error



Engine version update, breaks uModel support until one works out the new differences, give it some time and a Fix will come soon.
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FabianFG
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Re: Fortnite
« Reply #1100 on: April 10, 2019, 19:07 »

I updated of my  PakDiffTool to v1.3 to address the new pak version 8 used by Fortnite.
It will also still work with older paks

You can download it from here:
https://fungamesleaks.wordpress.com/
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Gildor
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Re: Fortnite
« Reply #1101 on: April 10, 2019, 20:46 »

Just some technical information.

Fortnite uses pak format which doesn't match UE4.22, despite it has the same version. It is possible to support current Fortnite pak format in UModel, however I think they'll migrate to "official" format later with next engine update, so if I'd write code for their pak - it has to be removed later. I don't understand why that ever happened at Epic: "release" branch (which contains UE4.22, UE4.21.1 etc) contains similar changes as "master" branch, but they're differs in some details, like using 8-bit integer vs 32-bit integer for some fields, different number of some data entries, etc. Usually "master" includes all of "release" changes, like if "master" is based on latest release. Now they're based on something what was done before UE4.22.

Regarding content. I didn't add UE4.22 skeletal mesh, static mesh and animation changes yet. They're ALL changed. And it seems Fortnite uses different versions of mesh and animation formats again. So even when I'll FULLY support UE4.22, Fortnite will not work - until they'll synchronize their source code with main engine's code. They're on "development branch" which contains unstable work-in-progress changes.
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FabianFG
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Re: Fortnite
« Reply #1102 on: April 10, 2019, 21:41 »

Just some technical information.

Fortnite uses pak format which doesn't match UE4.22, despite it has the same version. It is possible to support current Fortnite pak format in UModel, however I think they'll migrate to "official" format later with next engine update, so if I'd write code for their pak - it has to be removed later. I don't understand why that ever happened at Epic: "release" branch (which contains UE4.22, UE4.21.1 etc) contains similar changes as "master" branch, but they're differs in some details, like using 8-bit integer vs 32-bit integer for some fields, different number of some data entries, etc. Usually "master" includes all of "release" changes, like if "master" is based on latest release. Now they're based on something what was done before UE4.22.

Regarding content. I didn't add UE4.22 skeletal mesh, static mesh and animation changes yet. They're ALL changed. And it seems Fortnite uses different versions of mesh and animation formats again. So even when I'll FULLY support UE4.22, Fortnite will not work - until they'll synchronize their source code with main engine's code. They're on "development branch" which contains unstable work-in-progress changes.

Fortnite doesn't use all changes of Pak version 8. They just have the changes of the Pak header and there they actually don't use 4*32 bytes but 160 bytes. That's every change I noticed and it worked
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AeonLucid
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Re: Fortnite
« Reply #1103 on: April 11, 2019, 20:56 »

Just some technical information.

Fortnite uses pak format which doesn't match UE4.22, despite it has the same version. It is possible to support current Fortnite pak format in UModel, however I think they'll migrate to "official" format later with next engine update, so if I'd write code for their pak - it has to be removed later. I don't understand why that ever happened at Epic: "release" branch (which contains UE4.22, UE4.21.1 etc) contains similar changes as "master" branch, but they're differs in some details, like using 8-bit integer vs 32-bit integer for some fields, different number of some data entries, etc. Usually "master" includes all of "release" changes, like if "master" is based on latest release. Now they're based on something what was done before UE4.22.

Regarding content. I didn't add UE4.22 skeletal mesh, static mesh and animation changes yet. They're ALL changed. And it seems Fortnite uses different versions of mesh and animation formats again. So even when I'll FULLY support UE4.22, Fortnite will not work - until they'll synchronize their source code with main engine's code. They're on "development branch" which contains unstable work-in-progress changes.

Fortnite doesn't use all changes of Pak version 8. They just have the changes of the Pak header and there they actually don't use 4*32 bytes but 160 bytes. That's every change I noticed and it worked

I assume Fortnite uses MaxNumCompressionMethods 5 instead of default 4.
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Gildor
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Re: Fortnite
« Reply #1104 on: April 11, 2019, 21:10 »

This is clearly specified in UE4's IPlatformFilePak.h, in master branch. "Release" has 4 items, and it uses CompressionMethodIndex as int32 instead of int8. I think these changes were done in UE4 prior to 4.22 release, and they MUST be replaced in master with what release has. As I told before, these changes are very strange and doesn't look like something persistent.
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AeonLucid
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Re: Fortnite
« Reply #1105 on: April 11, 2019, 21:34 »

This is clearly specified in UE4's IPlatformFilePak.h, in master branch. "Release" has 4 items, and it uses CompressionMethodIndex as int32 instead of int8. I think these changes were done in UE4 prior to 4.22 release, and they MUST be replaced in master with what release has. As I told before, these changes are very strange and doesn't look like something persistent.

I know but Fortnite uses "5" for MaxNumCompressionMethods.
You can find proof for this in the pseudocode of the game.

MaxNumCompressionMethods = 5 https://i.imgur.com/km76pvJ.png
CompressionMethodIndex = int32 https://i.imgur.com/jZY0ejX.png
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Gildor
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Re: Fortnite
« Reply #1106 on: April 11, 2019, 21:56 »

I don't need "proof". I know that.
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MightyMonsoon
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Re: Fortnite
« Reply #1107 on: April 12, 2019, 01:00 »

Sorry if this is what you are talking about (because i have no idea what you saying) but when i try to open the pak folder in umodel it dosent ask me for an aes key and nothing opens...
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Juso3D
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Re: Fortnite
« Reply #1108 on: April 12, 2019, 07:15 »

Sorry if this is what you are talking about (because i have no idea what you saying) but when i try to open the pak folder in umodel it dosent ask me for an aes key and nothing opens...
Yes Fortnite is broken with uModel for now.
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FabianFG
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Re: Fortnite
« Reply #1109 on: April 12, 2019, 12:24 »

Umodel fix for paks and skeletal meshes

PLEASE READ THE COMPLETE PASTEBIN BEFORE ASKING STUPID QUESTIONS:
https://pastebin.com/WUZ0b9NK

Select Game:
-"Unreal Engine 4.22 for Fortnite v.8.3" in the GUI
-Add "-game=fortnite" to the command if you start from cmd or a bat file

Credit to: @FunGamesLeaks and @lucas7yoshi_ on Twitter
« Last Edit: April 12, 2019, 12:25 by FunGames » Logged
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