Sorry, no.
You *can* convert your materials from UE to Source to some extent to help with visualization, but that's it.
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Not... sure?
I mean, it compiles locally with launcher UE4, and has since the very first version, so...
That line number doesn't seem to match with latest source, and you didn't specify *which* UE4 you're trying to build for, so I have no idea where the problem could be...
Anyway, find any public class property that's a UPROPERTY but doesn't have a Category = "<something>" bit in it like all the others, and add one I guess, see what happens?
Strange.
As far as I remember, it should autodetect Valve 220 maps, and the Q1 rotation stuff should only be necessary to make things line up as expected, not ungarble UVs completely.
Can you pastebin (a section of) the map with the problem so I can test it locally? (with a list of expected texture sizes)
Think it depends on what your brushes look like, how you used the nodraw options for them and if they're grouped or not. There's also smoothing/normal options on the ConfigUEr tab you could experiment with.
Other things you could try on the UE side is to maybe join the two meshes together, and let UE recompute the normals itself.
If it's your own game and assets, that's down to whatever engine licensing deal you have going on.
If it's not your own game and assets, then... no? Absolutely not? Because that's illegal and this shouldn't even be a question.
HammUEr is a tool to help people that are more comfortable working with old BSP-based level editors still use those in UE4 with its mesh-based workflow, that's it.
More explicit version of the terms of use now prominently on the page.
My apologies, you're right about the info_overlay parsing, and the UVs should be correctly read passed through as floats in the 4.21 build.
Unfortunately, I can't release the source for the lib, and don't really have much time to do active development these days, so I don't see myself doing any major refactor work.
Would a basic thing for unknown entity types (or a separate array for all of them) that'd be a hashset or something that you can parse yourself on the UE plugin side work?
I have no idea what to tell you, except that I can't reproduce your problem at all.
I just ran a test with a cable materials directory (so just "SplineRope" and a "$basetexture" field), and those all imported fine without needing to change or edit anything in the VMTs, so I have no idea what was going on on your machine. Any unknown types should default to the LightmappedGeneric handler anyway...