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Author Topic: [UE4] Calabiyau / Strinova  (Read 19943 times)
spiritovod
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Re: [UE4] Calabiyau / Strinova
« Reply #30 on: July 22, 2025, 18:33 »

@qwerrsc: Specific build is updated to support latest game versions, though only chinese version got the update so far. Override for old game versions now works only for versions released between Feb 2024 and current update (depends on the region). In the future the same alternation will occur for two existing overrides, unless chinese version would be developed separately.
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jiloilo
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Re: [UE4] Calabiyau / Strinova
« Reply #31 on: September 30, 2025, 00:17 »

Any news about get the models and animations of Strinova/Calabiyau with new versions?
« Last Edit: September 30, 2025, 05:16 by spiritovod » Logged
spiritovod
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Re: [UE4] Calabiyau / Strinova
« Reply #32 on: September 30, 2025, 05:15 »

@jiloilo: I don't see any issues with current stable game versions. Depending on the region and the game version you need to choose one of two existing game specific overrides, like explained in the first post.
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xuanxiao
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Re: Animation Compression Library (ACL) support
« Reply #33 on: March 07, 2026, 14:57 »

@spiritovod Hello, I'm having trouble unpacking some files of a Srinova character model using ACL 2.1, even though I can preview the model normally. Some other files are also failing to unpack, which is very strange. Below are the error messages and file names. Is this a settings issue or a software problem? Thank you for your help!

https://drive.google.com/drive/folders/1LZ5iAFzul80w8a-ONmBtOd4EQwoo3psj?usp=drive_link


* 2.png (85.65 KB, 1113x817 - viewed 84 times.)

* 4.png (82.92 KB, 1113x760 - viewed 76 times.)

* 5.png (19.1 KB, 530x266 - viewed 77 times.)
« Last Edit: March 08, 2026, 03:15 by spiritovod » Logged
spiritovod
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Re: [UE4] Calabiyau / Strinova
« Reply #34 on: March 08, 2026, 05:51 »

@xuanxiao: The problem is that in some meshes morph targets don't match actual geometry, like they were built for more detailed mesh. I've updated specific build, now such morphs will be ignored. Not sure it's game specifics or just incorrect mesh building by devs, because in lobby meshes morphs are working properly.
Also next time please make sure your links are available for public, when you're sharing samples.
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spiritovod
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Re: [UE4] Calabiyau / Strinova
« Reply #35 on: March 08, 2026, 17:50 »

@xuanxiao: Yes, you can download the updated build in the same place you got it before (topic mentioned in the first post). You'll see the difference, because in the updated build there will not be morphs for meshes like mentioned in your error, only in "lobby" versions of them. You can use "lobby" versions to export morphs if needed.
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xuanxiao
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Re: [UE4] Calabiyau / Strinova
« Reply #36 on: March 08, 2026, 19:16 »

I can now unpack these files individually without any problems, but I still get errors when I unpack all the files. I changed the permissions on my Google Drive, and now you can see the files I uploaded and the error codes. You're very helpful, thank you!

https://drive.google.com/drive/folders/1LZ5iAFzul80w8a-ONmBtOd4EQwoo3psj?usp=sharing
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spiritovod
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Re: [UE4] Calabiyau / Strinova
« Reply #37 on: March 08, 2026, 22:13 »

I can now unpack these files individually without any problems, but I still get errors when I unpack all the files. I changed the permissions on my Google Drive, and now you can see the files I uploaded and the error codes. You're very helpful, thank you!

https://drive.google.com/drive/folders/1LZ5iAFzul80w8a-ONmBtOd4EQwoo3psj?usp=sharing
Thanks for reporting the issue, it should be fixed now as well. It was caused by memory leaks upon exporting morphs and it was rather a general issue. The update is applied to four general custom builds. Though I should note that you may still experience the same issue while trying to export very large assets in batch, due to actually running out of memory or bumping into core umodel/system limits.

Also now animations will not be exported to morphed meshes, as well as to secondary lod meshes (only affects gltf export). From my understanding including animations only to the first lod, which is always exported, should be enough in most cases.
« Last Edit: March 08, 2026, 22:24 by spiritovod » Logged
swoy45
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Re: [UE4] Calabiyau / Strinova
« Reply #38 on: March 20, 2026, 19:23 »

Hello!
I have a pretty old game build and I can't export models with the current version of UE Viewer. It works great with newer game builds as well as with the builds before ACL support with Calabiyau/Strinova (old) option but I'm getting this error with even older builds from 2023:
Code:
UnPackage::CreateExport: /PM/Content/PaperMan/SkinAssets/Characters/HuiXing/S001/Mesh3D/HuiXing_Mesh.uasset:281 <- UnPackage::SerializeUObject <- FSkeletalMaterial<< <- TArray::Serialize: 1/19 <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'HuiXing_Mesh.HuiXing_Mesh', pos=154E75, ver=518/0 (unversioned), game=cal <- UObject::EndLoad <- LoadWholePackage: /PM/Content/PaperMan/SkinAssets/Characters/HuiXing/S001/Mesh3D/HuiXing_Mesh.uasset <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey: key=6F, down=1 <- VisualizerLoop <- Main: umodel_build=1579 based
Assuming this thread exists since 2022 I think there were UE Viewer versions that worked with game builds of that time. The particular game build I'm interested in dated 2023/07/30.
Does anyone still have versions from that time around?
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spiritovod
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Re: [UE4] Calabiyau / Strinova
« Reply #39 on: March 21, 2026, 01:25 »

@swoy45: I've added legacy build for game versions released before Feb 2024 to the first post. One of the two override options available there should work for you.
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swoy45
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Re: [UE4] Calabiyau / Strinova
« Reply #40 on: March 21, 2026, 03:17 »

@spiritovod thanks, the 2022 option works like a charm!
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