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Author Topic: [UE4] Evangelion: Battlefields  (Read 1059 times)
Arisen15
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[UE4] Evangelion: Battlefields
« on: May 14, 2020, 22:54 »

Platform: Android/iOs
Release date: 02 april 2020
Engine verion: UE4.24
AES Encryption: Not present

Support

Textures: YES
Animations: YES (can export into .PSA but without skeleton or skeletal mesh there is no way to understand whether it's flawless or not)
SkeletalMesh: NO
Code:
Serializing behind stopper (1EEF+4000200 > 189F1B)
FPakFile::Serialize:file=/PRJ/Content/Assets3D/Character/ANG/ANG_001_001/MDL/ANG_001_001.uexp <- TArray::SerializeSimple <- FStaticLODModel4::SerializeRenderItem_Legacy <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize:0/1 <- USkeletalMesh4::Serialize <- LoadObject:SkeletalMesh4'ANG_001_001.ANG_001_001', pos=34DB, ver=517/0 (unversioned), game=ue4.23 <- UObject::EndLoad <- LoadWholePackage:ANG_001_001 <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1188
StaticMesh: NO
Code:
Serializing behind stopper (118AA+25C90 > 11945)
FPakFile::Serialize:file=/Engine/BasicShapes/Sphere.uexp <- TArray::SerializeSimple <- FStaticMeshLODModel4::SerializeBuffers <- FStaticMeshLODModel4<< <- TArray::Serialize:0/1 <- UStaticMesh4::Serialize <- LoadObject:StaticMesh4'Sphere.Sphere', pos=121B9, ver=517/0 (unversioned), game=ue4.23 <- UObject::EndLoad <- LoadWholePackage:Sphere <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1188



Package (
pakchunk0-Android_Multi.pak 420mb): https://drive.google.com/file/d/1E7Ji9THi7f7CDvyyKNWJrttC02CZKc4c/view
attached the saved ".uasset" of sample skeletal and static meshes

* eva_bf_meshes.zip (265.81 KB - downloaded 35 times.)
« Last Edit: May 29, 2020, 18:20 by Arisen15 » Logged
spiritovod
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Re: [UE4] Evangelion: Battlefields
« Reply #1 on: May 16, 2020, 03:03 »

Static meshes are actually working when LOD is not involved: https://i.imgur.com/MFeT9Ea.png

Update: Actually, all static meshes works fine. The rest of meshes are skeletal ones.
« Last Edit: November 03, 2020, 20:33 by spiritovod » Logged
Zoney
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Re: [UE4] Evangelion: Battlefields
« Reply #2 on: May 29, 2020, 05:02 »

Yeah, I was going through trying to see what could load and same type of error popped up as well for Skeletal Meshes.

Code:
******** Loading object SkeletalMesh4'CHR_ASK_002_main.CHR_ASK_002_main' ********
*** ERROR: Memory: bad allocation size -1878137536 bytes
appMalloc:size=-1878137536 (total=4 Mbytes) <- FArray::Empty:-364890219 x 64 <- TArray::Serialize:0/0 <- FSkelMeshSection4::SerializeRenderItem <- TArray::Serialize:1/6 <- FStaticLODModel4::SerializeRenderItem <- TArray::Serialize:0/1 <- USkeletalMesh4::Serialize <- LoadObject:SkeletalMesh4'CHR_ASK_002_main.CHR_ASK_002_main', pos=8C472, ver=518/0 (unversioned), game=ue4.24 <- UObject::EndLoad <- LoadWholePackage:CHR_ASK_002_main <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey:key=6F, down=1 <- VisualizerLoop <- Main:umodel_build=1192

Same with just opening the BasicShapes gives an error as well.

Code:
******** Loading object StaticMesh4'Cube.Cube' ********
*** ERROR: Serializing behind stopper (CE0+424800 > 1852)
FFileReader::Serialize:File=Cube.uexp <- TArray::SerializeSimple <- FDistanceFieldVolumeData<< <- PostLODCode <- UStaticMesh4::Serialize <- LoadObject:StaticMesh4'Cube.Cube', pos=15C6, ver=518/0 (unversioned), game=ue4.25 <- UObject::EndLoad <- LoadWholePackage:Cube <- CUmodelApp::ShowPackageUI <- Main:umodel_build=1192

Sounds, Textures all seem to load/export out fine though.

Yeah seems what spiritovod said that its something dealing with the LODs that causes it to be read wrong.
« Last Edit: August 14, 2020, 17:50 by Zoney » Logged
eldora_evangelion
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Re: [UE4] Evangelion: Battlefields
« Reply #3 on: November 03, 2020, 19:47 »

I'm getting bad allocation when trying to extract any meshes, but as i can see, texture and anims export fine

static meshes in the scenery also throw the bad allocation error
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spiritovod
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Re: [UE4] Evangelion: Battlefields
« Reply #4 on: November 03, 2020, 20:37 »

Just to clarify things, all static meshes works fine (regardless of used LODs). The rest of meshes are skeletal ones.
The error above from @Arisen15 about static mesh is due to he was using 4.23 (and @Zoney was using 4.25), while the game is built with 4.24.
« Last Edit: November 03, 2020, 23:47 by spiritovod » Logged
eldora_evangelion
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Re: [UE4] Evangelion: Battlefields
« Reply #5 on: November 03, 2020, 20:56 »

ah, I get bad allocation when using 4.24 as a pointer, these uassets need to be identified or something
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spiritovod
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Re: [UE4] Evangelion: Battlefields
« Reply #6 on: November 04, 2020, 19:16 »

@eldora_evangelion: Not sure what do you mean. I've just corrected myself from the previous post, and current situation is like this: textures and static meshes are fully supported with 4.24 in settings, skeletal meshes are not supported (and thus animations are also questionable). If you don't know which mesh is static and which is skeletal, you can simply disable "skeletal meshes" option on umodel startup. Most of them are skeletal though.
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eldora_evangelion
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Re: [UE4] Evangelion: Battlefields
« Reply #7 on: November 06, 2020, 23:42 »

that could work, I can always rerig them using Mixamo (with some changes)
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spiritovod
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Re: [UE4] Evangelion: Battlefields
« Reply #8 on: February 15, 2021, 21:28 »

While pull request with the fix for skeletal meshes is not merged with the main repo yet, I'll attach the exe for it (for those who don't check github things) - just don't forget to use specific override settings. Thanks to TGEnigma/Chris for the fix.

Update: Apparently, this fix is generic for almost all latest android games, but since it's using override settings, in current implementation it should be specified for every particular UE version. While Gildor may decide to implement proper version of it for all latest android games (for example, as a single override option), I've created a temporary solution.
Use "Android games 4.24" override for 4.23/4.24 games for proper skeletal meshes in latest android games.
Use "Android games 4.25" override for 4.25 games for proper skeletal meshes in latest android games.

Update 2: Updated this build to latest umodel git version. Usage is still the same. Also, the same build, but with morphs export option (based on oscateexor's changes) is now available in the post below.

Update 3: Included this commit into the build (fix for glTF animations).

* umodel_android.zip (509.62 KB - downloaded 20 times.)
« Last Edit: February 19, 2021, 18:13 by spiritovod » Logged
spiritovod
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Re: [UE4] Evangelion: Battlefields
« Reply #9 on: February 17, 2021, 19:37 »

The same build as above, but with ability to export morphs ("Export LODs" is replaced with "Export morphs"). Port of oscateexor's changes to the latest umodel build.

Update: Included this commit into the build (fix for glTF animations).

* umodel_morphs_export.zip (510.95 KB - downloaded 9 times.)
« Last Edit: February 19, 2021, 18:03 by spiritovod » Logged
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