Maybe. No promises, tho.
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Second verse, same as the first.
The $selfillummask node isn't used for most materials, so most of them compiled fine, but the $selfillummask param2D node got emptied, so you just need to put a random texture in there (it won't be used for most of them, and if it get used, it'll be replaced by what needs to be there anyway)
(while you're at it, check all the other nodes in your material to see if any of them got reset to nothing as well)
If your base material has errors, check it, and try to fix whatever's wrong first.
UE straight up doesn't load materials that have "errors", as you can see from all the "Failed to compile Material Instance" warnings in the log.
Looks like it's looking for flat_normal in the content root, so you probably have to point the $bumpmap node to whatever directory you unpacked the sample material zip normal texture into, until the error message in the base material editor view is gone and it actually compiles. It'll probably take a while to actually compile all your other materials for the first time as well.
I have no idea what the HammUEr/road_street_04 and road_street_04_nrm it's looking for and can't find, I'm assuming those are yours you assigned to other nodes/used in your own base material and then moved/deleted?
Different drives shouldn't matter.
I... have no idea what could be wrong. A full rebuild should fill your database with everything it's found.
If you turn on verbose debug messages on the ConfigUEr tab, you should have a lot of "LogTemp:Warning: ..... Adding to master material list" lines.
What version are you running?
Strange, that shouldn't be happening.
Can you look at hammUErPlugin.cfg in your <project directory>\Config in a text editor and see if there's 5 things on every line (so MATERIALS/BRICK/BRICKFLOOR001A,512,512,0,BRICK/brickfloor001a_mat instead of MATERIALS/BRICK/BRICKFLOOR001A,512,512,0,). If almost everything shows up as None, they probably don't.
What you can do is remove everything after the "hammUErVersion,4" line and saving the file, and do another discovery with rebuild master list ticked on.
If you still have mostly 'None' materials, there's something else seriously wrong.
Do you have directories with non-A-Z characters? (Accents or whatnot)
It should have worked, but there's a couple of possibilities.
- Sometimes, you have to restart UE before actually importing a map after importing a bucketload of materials, since it takes it a while to catch up on the new files.
- Did you check that the material assignments on import were correct? (If they weren't, you might have to rebuild the master list in the discovery section of the TextUEr tab)
- Another possibility might be that your material might have some kind of problem if you're not using the supplied one that stops UE from rendering some combinations until the problem is fixed.
There is no specific support for CoD and other Quake-derived engines, nor will that be added.
However, there is basic support (where the map format isn't too different) that should at least import basic brushwork from your own levels.
I'm assuming you mean "can a brush have multiple textures on it and still keep them", right?
Then the answer is yes. The materials you've selected in Hammer will be applied to the faces in UE
You can either set your lightmap resolution higher than the default on the ConfigUEr tab so that it gets applied to everything on import (which might be overkill), or adjust them case-by-case in-editor by selecting the mesh in the level, then going to the details tab. Scroll down to the Lighting section, click overridden and select a new lightmap size.
(If you want to do this automatically, I did another plugin that does that you might want to check out)
Oh, I'm sorry it took so long to figure out, but I got it.
The only sure-fire way to stop z-fighting between different meshes is to adjust your brushes to not overlap in hammer before importing.
Not a bug, but a difference in how Source and UE do lightmapping.
Make sure there's only one directional light in your map, otherwise it'll be overbright.
Also, you might have to adjust lightmap resolutions, depending on your map.
Not at the moment, I'm afraid. If it's a single brush, you can export the fbx to your favourite editing program and re-import. If it's multiple brushes, you should be able to tell HammUEr to only reimport those after you've modified them in Hammer.
(Epic are working on some kind of in-editor mesh modification thing, tho, although I've only seen it demo'd with VR?)