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Author Topic: [UE4][Android] B.O.T  (Read 378 times)
xiaofengzhiyu
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[UE4][Android] B.O.T
« on: June 03, 2021, 02:21 »

Platform: Android
Working : UE 4.22
Use Latest Umodel Build
SkeletonMesh : Wrong /Not Support
StaticMesh : OK
Texture : Ok
Android APK +OBB:https://apkplz.net/download-app/com.rbuttongames.battlemechs

Wrong log :

Code:
******** Loading object SkeletalMesh4'SK_R4L1.SK_R4L1' ********

ERROR: Memory: bad allocation size -8 bytes
appMalloc: size=-8 (total=2 Mbytes) <- FArray::Empty: -1 x 8 <- TArray::Serialize: 0/0 <- FReferenceSkeleton<< <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'SK_R4L1.SK_R4L1', pos=2920, ver=840/0 (unversioned), game=ue4.22 <- UObject::EndLoad <- LoadWholePackage: /Game/Pawn/Robot/R4L1/Models/SK_R4L1.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1550




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xiaofengzhiyu
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Re: [UE4][Android] B.O.T
« Reply #1 on: June 05, 2021, 03:51 »

I've tried @spiritovod 's version  specific umodel build
Actually it works with spiritvoid's special version of uviewer and the oo2core dll needed for decompression:

Select unreal Android 4.22 , it goes same wrong

I don't know how to fix this...


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spiritovod
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Re: [UE4][Android] B.O.T
« Reply #2 on: June 05, 2021, 16:10 »

Game: B.o.T / Battle of Titans (playmarket page)
UE4 version: 4.20
AES key: in the same place as usual (link)

Static meshes and textures works fine with the latest umodel build (1550 at the moment). Skeletal meshes and animations works with specific umodel build (link) - no special override is required, simply choose proper engine version. Just to be clear, in this game the problem is different from usual one in latest android games and it requires different fix. 


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xiaofengzhiyu
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Re: [UE4][Android] B.O.T
« Reply #3 on: June 05, 2021, 17:59 »

Oh my god, thank you so much, you are so kind
I tried with the latest version ,
emmm , May I ask you what method you used to fix this problem ? just curious

Thanks again , @spiritovod
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spiritovod
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Re: [UE4][Android] B.O.T
« Reply #4 on: June 05, 2021, 18:23 »

@xiaofengzhiyu: FSkinWeightVertexBuffer is not handled properly here, bExtraBoneInfluences in particular, so I've just forced to use  specific GNumSkelInfluences value, which would be appropriate for used buffer layout. Dunno what the real problem is.
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