For example, when I try to import models with the names "stone_pillar_86_new", "stone_pillar_94", "stone_pillar_7", and "stone_pillar_73", their names get cut down to something like "stone_pilla". Whenever this happens, each model overrides eachother and only one of the models actually import.
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Is there any way to increase the file name size/length for importing assets? A lot of the assets I import have half of their names cut out, which causes a lot of preventable issues with maps.
I'm having an issue with shadows on imported meshes that touch. There's really ugly shadow artifacts in between the meshes. I tried fixing with the world and light settings in my level, including upping the build quality, but nothing worked. Here's a screenshot showing my issue:
Is there any settings in HammUEr that I can change to fix this?
I've done some experimenting and I found that it might have something to do with the $selfillum and $selfillummask. About 70% of the materials loaded this time. The ones that didn't load either had a fucked up name or had an issue with the $selfillummask. Here's an example of the logs:
[2017.06.20-17.55.07:758]LogMaterial: Missing cached shader map for material HammUErBaseMaterial, compiling.
[2017.06.20-17.55.07:758]LogMaterial:Warning: Failed to compile Material Instance /Game/SourceStuff/Materials/BUILDINGSET057A_mat.BUILDINGSET057A_mat with Base HammUErBaseMaterial for platform PCD3D_SM5, Default Material will be used in game.
[2017.06.20-17.55.07:758]LogMaterial:Warning: (Node TextureSampleParameter2D) $selfillummask> Requires Texture2D
I looked through the logs myself and found the error messages related to building the master materials list. This comes up for pretty much every material it finds:
- [2017.06.19-22.36.45:617][ 14]LogMaterial:Warning: (Node TextureSampleParameter2D) Param2D> Requires Texture2D
- [2017.06.19-22.36.45:717][ 15]LogMaterial: Missing cached shader map for material BaseMaterial, compiling.
- [2017.06.19-22.36.45:718][ 15]LogMaterial:Warning: Failed to compile Material Instance /Game/SourceStuff/Materials/metal/metaltruss024a_mat.metaltruss024a_mat with Base BaseMaterial for platform PCD3D_SM5, Default Material will be used in game.
This happened with the sample base material provided in the sample materials zip as well.
I tried and that didn't work. Everything is still 'None'. I do have my project saved to a different drive, not my C:\ drive. I do not know if that would cause anything, though, as my entire Epic Games installation is on my D:\ drive.
All of my materials are in one directory (uncreatively named 'SourceStuff') in my project. I tried to separate them in a different project but I still ran into this issue.
I'm having a bit of an issue with textures. No matter how many times I rebuild the material list, almost all of the materials show up as 'None' when importing maps. I can manually add them, but larger maps with 200+ textures would take way too long. Anyone have a fix for this?