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fix svt export
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h4lfheart committed Jul 12, 2024
1 parent 20d2feb commit 637914f
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Showing 4 changed files with 6 additions and 6 deletions.
2 changes: 1 addition & 1 deletion Dependencies/CUE4Parse
Submodule CUE4Parse updated 33 files
+24 −25 CUE4Parse-Conversion/Animations/AnimConverter.cs
+6 −23 CUE4Parse-Natives/ACL/ACL.cpp
+11 −35 CUE4Parse-Natives/ACL/includes/ACLDecompress.h
+1 −24 CUE4Parse-Natives/common/Structs.h
+1 −4 CUE4Parse/ACL/CompressedHeaders.cs
+1 −5 CUE4Parse/ACL/CompressedTracks.cs
+3 −3 CUE4Parse/CUE4Parse.csproj
+0 −1 CUE4Parse/GameTypes/FN/Assets/Exports/ULevelSaveRecord.cs
+0 −91 CUE4Parse/GameTypes/PUBG/UE4/Pak/GameForPeacePakFileReader.cs
+0 −203 CUE4Parse/UE4/Assets/Exports/Animation/CurveExpression/FExpressionEvaluator.cs
+0 −102 CUE4Parse/UE4/Assets/Exports/Animation/CurveExpression/FExpressionObject.cs
+0 −36 CUE4Parse/UE4/Assets/Exports/Animation/CurveExpression/UCurveExpressionsDataAsset.cs
+4 −6 CUE4Parse/UE4/Assets/Exports/Animation/UAnimSequence.cs
+2 −2 CUE4Parse/UE4/Assets/Exports/Animation/USkeleton.cs
+2 −5 CUE4Parse/UE4/Assets/Exports/BuildData/UMapBuildDataRegistry.cs
+2 −4 CUE4Parse/UE4/Assets/Exports/SkeletalMesh/FMultisizeIndexContainer.cs
+0 −3 CUE4Parse/UE4/Assets/Exports/SkeletalMesh/FSkelMeshSection.cs
+0 −13 CUE4Parse/UE4/Assets/Exports/SkeletalMesh/FStaticLODModel.cs
+4 −4 CUE4Parse/UE4/Assets/Exports/SkeletalMesh/USkeletalMesh.cs
+1 −2 CUE4Parse/UE4/Assets/Exports/StaticMesh/FStaticMeshSection.cs
+2 −2 CUE4Parse/UE4/Assets/IoPackage.cs
+1 −1 CUE4Parse/UE4/Objects/Core/Math/FTransform.cs
+1 −4 CUE4Parse/UE4/Objects/Engine/Curves/FCurveMetaData.cs
+0 −44 CUE4Parse/UE4/Objects/UObject/Editor/UMetaData.cs
+1 −1 CUE4Parse/UE4/Objects/UObject/FPackageFileSummary.cs
+1 −1 CUE4Parse/UE4/Objects/UObject/FSoftObjectPath.cs
+0 −25 CUE4Parse/UE4/Pak/Objects/FPakEntry.cs
+1 −23 CUE4Parse/UE4/Pak/Objects/FPakInfo.cs
+2 −10 CUE4Parse/UE4/Pak/PakFileReader.cs
+0 −36 CUE4Parse/UE4/Plugins/ScriptPlugin/UScriptBlueprint.cs
+0 −4 CUE4Parse/UE4/Versions/EGame.cs
+0 −37 CUE4Parse/UE4/Versions/FCurveExpressionCustomVersion.cs
+0 −13 CUE4Parse/Utils/ListUtils.cs
4 changes: 2 additions & 2 deletions FortnitePorting/Export/UnrealTypes.cs
Original file line number Diff line number Diff line change
Expand Up @@ -121,14 +121,14 @@ public override void Deserialize(FAssetArchive Ar, long validPos)

public class UVirtualTextureBuilder : URegisterThisUObject
{
public UVirtualTexture2D? Texture;
public FPackageIndex? Texture;
public int BuildHash;

public override void Deserialize(FAssetArchive Ar, long validPos)
{
base.Deserialize(Ar, validPos);

Texture = GetOrDefault<UVirtualTexture2D>(nameof(Texture));
Texture = GetOrDefault<FPackageIndex>(nameof(Texture));
BuildHash = GetOrDefault<int>(nameof(BuildHash));
}
}
2 changes: 1 addition & 1 deletion FortnitePorting/Globals.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ namespace FortnitePorting;

public static class Globals
{
public static readonly FPVersion Version = new(2, 1, 11);
public static readonly FPVersion Version = new(2, 1, 12);
public static readonly string VersionString = Version.ToString();

public const string DISCORD_URL = "https://discord.gg/DZ5YFXdBA6";
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4 changes: 2 additions & 2 deletions FortnitePorting/ViewModels/FilesViewModel.cs
Original file line number Diff line number Diff line change
Expand Up @@ -186,7 +186,7 @@ public async Task Export()
foreach (var item in SelectedExportItems)
{
var asset = await CUE4ParseVM.Provider.LoadObjectAsync(FixPath(item.Path));
if (asset is UVirtualTextureBuilder vtBuilder) asset = vtBuilder.Texture;
if (asset is UVirtualTextureBuilder vtBuilder) asset = vtBuilder.Texture.Load<UVirtualTexture2D>();

var assetType = asset switch
{
Expand Down Expand Up @@ -254,7 +254,7 @@ public async Task Preview()
{
var item = SelectedExportItems.FirstOrDefault();
var asset = await CUE4ParseVM.Provider.LoadObjectAsync(FixPath(item.Path));
if (asset is UVirtualTextureBuilder vtBuilder) asset = vtBuilder.Texture;
if (asset is UVirtualTextureBuilder vtBuilder) asset = vtBuilder.Texture.Load<UVirtualTexture2D>();;

switch (asset)
{
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