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Author Topic: [UE4] Wuthering Waves  (Read 66180 times)
spiritovod
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Re: [UE4] Wuthering Waves
« Reply #75 on: July 14, 2026, 06:17 »

I guess it's the first commercial UE game actually using oodle textures. I've updated specific build to avoid crashes on latest game versions (it should be backward compatible with previous versions), but only inlined mips will be loaded, since they're using common formats. I'll take a look if it's possible to add support for bulk data.
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Jrok
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Re: [UE4] Wuthering Waves
« Reply #76 on: August 08, 2026, 14:39 »

Hello, I’m not sure whether this stems from my own operating error, but animations exported from umodel_acl_2.1 are problematic. Upon inspection, this issue has little to do with ActorXImporter_mod. Animation data exported using FModel does not have this problem.


* 2026-08-08 18-26-59-58.png (152.28 KB, 411x731 - viewed 41 times.)
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Jrok
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Re: [UE4] Wuthering Waves
« Reply #77 on: August 08, 2026, 14:41 »

Hello, I’m not sure whether this stems from my own operating error, but animations exported from umodel_acl_2.1 are problematic. Upon inspection, this issue has little to do with ActorXImporter_mod. Animation data exported using FModel does not have this problem.


* 2026-08-08 18-31-20-00.png (279.07 KB, 616x839 - viewed 51 times.)

* 4fcaf98c-43a6-48c0-96af-60e37e247d3e.png (174.52 KB, 618x683 - viewed 32 times.)
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spiritovod
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Re: [UE4] Wuthering Waves
« Reply #78 on: August 08, 2026, 18:37 »

@Jrok: Could you provide names of the animation and the mesh you're using it with. Also try gltf export, it can produce better results in particular cases.
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Jrok
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Re: [UE4] Wuthering Waves
« Reply #79 on: August 09, 2026, 12:30 »

Okay, all done. Thank you very much.
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