I usually don't work with animations, but here is fix for killercracker's
max script, mentioned in the first post (
download). I suppose animation format is still the same since KOF XIV, but it doesn't take into account UE4 specifics and mesh with bones are inverted when animation is applied (fixed in the updated script). It's the same with Samurai Shodown reboot.
Script is accepting _OTRA.uexp files with animations, which can be extracted from game package with umodel and "save packages" option there.
You can also use specific umodel build from
this topic, which now supports Otra assets. For more info read
this post.
Update: Made small adjustment to the script, output has more sense now.
Update 2: Script is fixed, animations should be applied properly now.