Asset without materials form external project
Sometimes when I try to access an external library and bring a mesh, it only brings the static mesh without any materials imported and assigned. Is there a fix for this?
15 Replies
hey hey @amiroseinh 🙂
When this happens, do you see any error/message in the UE output log? (bottom left corner of Unreal)
And also, what is the UE version of the external project and the main project?
Thanks for getting back to me. I don't know, sadly, I did not check the output log. I'm using 5.5 both on the source project and the destination project. The issue happened only when I tried to access the assets from another project. The same assets were imported correctly with materials within the same project. When I recomputed the assets in the source project, the problem was solved in the destination, and the assets were imported with materials.
I recomputed my whole source library to solve the issue, but I'll look out for the issue and let you know if I spot any errors or warnings in the output log.
Alrighty good that you managed to solve it and good to know how to solve it!
Sounds good to keep an eye out on that. And fyi, if it happens again, it might be solved in an easier way, basically re-importing the asset to the destination project. I.e.
You can right click the asset in the Dash CB, find in Content Browser, and then once you have the asset in the UE content browser, you can delete it. And then once you place it again from Dash CB, it will re-import. Perhaps that will help!
(maybe you can just right-click on the asset directly and choose re-import, not sure if that button is included in the live buiild)
Thank you. I tried deleting and reimporting, but it did not work, and it always imported without materials. I even tried importing into other projects, but it was the same. At first, I thought the metadata was corrupt, but I tried importing into the source project, and it was all good, so I guess that was not the case. I still can't figure out the cause of it
Oh got it, thanks for letting me know!
Welcome. Now that I think about it, maybe the metadata was corrupt after all, and the only reason it worked in the source project was because the materials were already there in the folders.
So the problem might be materials are not properly registered in the metadata to be transferred.
Could be yes! But the big question is why it happened 🤔
As you say it works now, and it generally works for all other users 🤔
Do you remember if you did something special before this happened?
Upgrade Dash? Upgrade UE? A crash in either project? Something else special?
I suspect it has something to do with the exclude materials option when computing.
Because I computed some of the meshes without excluding materials in the parent directory, and when I found out about that option, I excluded materials and computed the rest.
I know that option will only ignore the materials computation and the asset count and I only computed meshes regardless of the materials being excluded or not, but still some thought.
Maybe when I turned on the exclude materials and computed the rest, it automatically deleted the material dependencies in the metadata for the previously computed meshes
hmm maybe 🤔
But the exclude materials should only be for individual materials textures, not materials that is linked to an asset
Will try to reproduce the issue and will send you proper logs and the metadata so you can investigate
Perfecto!
Anyway, just to let you know, I'm on the free plan and absolutely do not expect any support from you guys, but just trying to help.
I remembered I had a backup of my source project with corrupt metadata, so I recorded a video of the whole issue and included the LibData and two logs (Foliage is the source and Temp is the destination project) in a rar file:
https://drive.google.com/file/d/1oJT_KnniS_2oHeVsONXELpkN45N5PZZv/view?usp=drive_link
Got it, good to know!
Of course we try and help as much as possible anyhow and we really appreciate logs and your help!
Chatted with the devs about your logs/case and the only thing he could think about was this:
"it's possible, that after he tagged the assets, something in the asset dependencies changed.
Maybe he reassigned some materials, or moved around some dependencies."
Do you think this could be the case? 🤔
I appreciate your help 🍻
I have not moved or changed anything after computing. I create these projects as a source for all my foliage assets, so I can access them later in different projects.
I first categorized them in folders and then computed them, and did not touch them after. Maybe the problem was that I made a backup of the project on another drive, and that got Dah confused, as both projects were identical but in different locations.
Yee that could be it! 🤔