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In UModel, textures are decoded in CTextureData::DecodeXBox360. This does untiling (unswizzling), but doesn't deal with mipmap packing, as UE3 stored all mips in separate arrays.
In XDK documentation, I'd suggest looking at Graphics/Textures folder, especially at "Packed Mipmap Tails" article.

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@TKFRvisionOfficial
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