Can't find AlienGlow material

I'm trying to create a window that glows purple, like the Dimensional Uploader. In Blender, I assigned a material to the faces, but none of the four materials in the starter project associated with the Dimensional Uploader apply the glow. I used FModel to get a copy of the actual Dimensional Uploader model and directly copied the faces of the window over my model. I then assigned the material FModel says it has. It still just shows a grid texture in-game. What can I do to fix this?
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Solution:
If unsure, try adding a static mesh component to the buildable using that mesh and materials
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17 Replies
Rex
Rex4mo ago
I'd suggest checking the logs for "missing" - this can happen if the material is missing use flags If unsure, post the entire log here of the game loading up to the point you see the missing material
arwtsh
arwtshOP4mo ago
Is this the kind of error message I'm looking for? [2025.06.25-20.15.55:767][665]LogMaterial: Had to pass SMU back to game thread. Please ensure correct material usage flags.
Rex
Rex4mo ago
No As you can imagine, doing this for every line will not scale well
arwtsh
arwtshOP4mo ago
For sure. That was the only material-related log between the save loading and quitting the game though. Is there another log besides FactoryGame.log?
Rex
Rex4mo ago
No
arwtsh
arwtshOP4mo ago
I'd guess then there was no error logged. I'm going to check FModel if the material reference somehow changed during compilation.
Rex
Rex4mo ago
I said this for a reason - I don't remember the exact message but I know what it is when I see it Unfortunately I am too tired to be of any use at this point - bedtime is approaching.
Rex
Rex4mo ago
Okay, unless you're doing something with a material called StandaloneSignText, I don't think that's the issue there What is the material in question called?
arwtsh
arwtshOP4mo ago
The material is MM_Window_CC. This is the same material in the Dimensional Uploader model. Using FModel, the only differences with the material assigned to my model and the Dimensional Uploader is LocalUVDensities and LocalUVDesnsities[1]. The model is SM_Reciever if that helps. I went and ripped SM_CentralStorage from FModel, imported it to Blender and immediately exported it back out, then I imported it into my mod and made it placeable. The windows still showed the default Unreal gray checkerboard. So, it's either a problem with Blender, my import settings (not likely), or with SML.
Rex
Rex4mo ago
Hmmm, is the material slot set correctly?
arwtsh
arwtshOP4mo ago
This is the FModel data for my mod:
{
"MaterialInterface": {
"ObjectName": "Material'MM_Window_CC'",
"ObjectPath": "/Game/FactoryGame/Buildable/Factory/CentralStorage/Material/MM_Window_CC.1"
},
"MaterialSlotName": "MM_Window_CC",
"ImportedMaterialSlotName": "MM_Window_CC",
"UVChannelData": {
"bInitialized": true,
"bOverrideDensities": false,
"LocalUVDensities": 159.7114,
"LocalUVDensities[1]": 3344.0454,
"LocalUVDensities[2]": 0.0,
"LocalUVDensities[3]": 0.0
}
}
{
"MaterialInterface": {
"ObjectName": "Material'MM_Window_CC'",
"ObjectPath": "/Game/FactoryGame/Buildable/Factory/CentralStorage/Material/MM_Window_CC.1"
},
"MaterialSlotName": "MM_Window_CC",
"ImportedMaterialSlotName": "MM_Window_CC",
"UVChannelData": {
"bInitialized": true,
"bOverrideDensities": false,
"LocalUVDensities": 159.7114,
"LocalUVDensities[1]": 3344.0454,
"LocalUVDensities[2]": 0.0,
"LocalUVDensities[3]": 0.0
}
}
This is the FModel data for Satisfactory:
{
"MaterialInterface": {
"ObjectName": "Material'MM_Window_CC'",
"ObjectPath": "/Game/FactoryGame/Buildable/Factory/CentralStorage/Material/MM_Window_CC.1"
},
"MaterialSlotName": "Alien",
"ImportedMaterialSlotName": "Alien",
"UVChannelData": {
"bInitialized": true,
"bOverrideDensities": false,
"LocalUVDensities": 160.86902,
"LocalUVDensities[1]": 5800.045,
"LocalUVDensities[2]": 0.0,
"LocalUVDensities[3]": 0.0
}
}
{
"MaterialInterface": {
"ObjectName": "Material'MM_Window_CC'",
"ObjectPath": "/Game/FactoryGame/Buildable/Factory/CentralStorage/Material/MM_Window_CC.1"
},
"MaterialSlotName": "Alien",
"ImportedMaterialSlotName": "Alien",
"UVChannelData": {
"bInitialized": true,
"bOverrideDensities": false,
"LocalUVDensities": 160.86902,
"LocalUVDensities[1]": 5800.045,
"LocalUVDensities[2]": 0.0,
"LocalUVDensities[3]": 0.0
}
}
Rex
Rex4mo ago
Okay, I'm not sure if the material is used with instanced static meshes And if your buildable is using instancing, it would explain why it wouldn't work
Solution
Rex
Rex4mo ago
If unsure, try adding a static mesh component to the buildable using that mesh and materials
Rex
Rex4mo ago
I imagine you're using the colored instanced mesh thing of the buildable?
arwtsh
arwtshOP4mo ago
Yup, that worked. Are there any downsides to using StaticMeshes instead of FGColoredInstanceMeshProxy besides performance?
Rex
Rex4mo ago
Not to my knowledge

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