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Messages - josh.coyne

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Also, is the plan for the plug-in when creating a Package in UE4 to always require github+rebuild or will we lazy folk be able to just package things up in UE4 and expect it to work in the near future?

Just deciding whether I really want to take the time to figure things out if it will work more like Unity soon.  (probably a better question for Epic than Allegorithmic :) )


We provide the github source for those who need it but the zip file provided on the website is meant to be used for easy integration of ue4 and substance

Have you tried the zip file on the we page yet?

Thanks, UE4.4.1 is out, does it work with this version?

The plugin should work with 4.4.1 no problem :-)

Live preview is supported, if you assign the substance material in the editor and change the graph instance sliders. Is there something else you are referring to?

We definitely plan on more tutorials. As for material instances, in most cases you would create multiple graph instances with 1 ue 4 material per graph instance

Hello; instead of using a blank project , try using the c++ fps project. Let me know how you fare!

Okay Kay.Vriend, I'll grab the email and let you know what I come up with :)

Hi Guys,

The plugin works rather well, but there is still an artefact when using seamless substances (which i already mailed about).

Is there any new information regarding this?


We don't have anything new to report yet but I do recall it on the forums. Were you able to submit a bug report on it?

i download from github, substance design plugin and I tried to build engine, but...
for me it's not working.

Error   1   error : UnrealLaunchDaemon does not support the Win64 platform.   E:\UnrealEngine-4.4-substance_plugin\Engine\Intermediate\ProjectFiles\EXEC   UnrealLaunchDaemon
Error   2   error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UnrealLaunchDaemon Win64 Development" exited with code -1.   C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets   38   5   UnrealLaunchDaemon

Epic seems to indicate this is because UnrealLaunchDaemon is Mac only:

Substance Integrations - UE4 - Re: Animated Substance
 on: August 19, 2014, 05:00:26 pm 
You want to use Blueprint to set your animated parameter every tick, like so:

- Open your blueprint (level blueprint works for this)
- Add a variable of type SubstanceGraphInstance
- Compile your blueprint so you can set the default value of this variable to your substance
- Add an Event Tick to blueprint
- Have that call "Set Input Float" on your substance.

Let me know if you need more information.

If you are converting projects it may be a good idea to delete your Project\Plugins\Substance\Binaries folder. Sounds like you got it working though :)

The plugin does work when packaging but you have to build the UE4Game yourself because of the plugin. See here for instructions:,2052.msg9807.html#msg9807

Let me know how that goes for you.


Compatible with the new UE4.4 release, also new in this version:
- 32bit Windows Support
- Normal maps no longer forced to DXT5
- Substances can now be loaded and cached on game runtime, allowing for very small packaged builds.
- Users can now query the progress of substance processing, which is useful for loading bars or profiling


you would have to re-import it from the source asset, you would not be able to convert a Texture2D to SubstanceTexture2D

Substance Integrations - UE4 - Re: Bitmap2Material
 on: August 08, 2014, 12:35:03 am 
Are you explicitly importing the texture as a substance image input? In windows make sure you change the dropdown to list "Substance Image Input" and then select the texture you wish to import.

It can be done via C++ or via BluePrint, your choice.

If Blueprint you'd want to make a new variable of Type "SubstanceGraphInstance," then set the default value to the blueprint you want to modify, then call the substance functions we provide (Set Input Float etc) to modify the substance at runtime.

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