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I'd like to bump this as well!
Would be really useful since we use both tools a lot.

In case somebody runs into the same issue:
Check your installed build if the DLLs (from /Substance/DLLs/Release) carry over.
If not, just copy them and it works.

Hey everyone!

I build UE4 4.23.0-release from source for PS4, Xbox and Switch. I got the PS4/Xbox-enabled source code of the Substance Plugin ( that I extracted into Engine/Plugins/Runtime.

When I create an InstalledBuild everthing compiles fine.

When I start the compiled UE4Editor the engine crashes (starts up until about 70%).

Here's what I tried:
- GenerateProjectFiles.bat after copying the plugin source
- Built without Switch (since it's not officially supported by the Substance Plugin)
- alternatively tried to copy the source into /Engine/Plugins/Substance (instead of Runtime)

Here's the error log - maybe someone way smarter than me can figure out what's wrong here.
Thanks in advance!

Assertion failed: [File:E:/Sourcecodes/UnrealEngine 4.23/Engine/Plugins/Runtime/Substance/Source/SubstanceCore/Private/SubstanceCoreModule.cpp] [Line: 162] Unable to load Substance Library.

UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [e:\sourcecodes\unrealengine 4.23\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [e:\sourcecodes\unrealengine 4.23\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [e:\sourcecodes\unrealengine 4.23\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::AssertFailed() [e:\sourcecodes\unrealengine 4.23\engine\source\runtime\core\private\misc\assertionmacros.cpp:455]
UE4Editor_SubstanceCore!FSubstanceCoreModule::StartupModule() [e:\sourcecodes\unrealengine 4.23\engine\plugins\runtime\substance\source\substancecore\private\substancecoremodule.cpp:166]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [e:\sourcecodes\unrealengine 4.23\engine\source\runtime\core\private\modules\modulemanager.cpp:550]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [e:\sourcecodes\unrealengine 4.23\engine\source\runtime\projects\private\moduledescriptor.cpp:596]
UE4Editor_Projects!TryLoadModulesForPlugin() [e:\sourcecodes\unrealengine 4.23\engine\source\runtime\projects\private\pluginmanager.cpp:938]
UE4Editor_Projects!FPluginManager::LoadModulesForEnabledPlugins() [e:\sourcecodes\unrealengine 4.23\engine\source\runtime\projects\private\pluginmanager.cpp:1003]
UE4Editor!FEngineLoop::LoadStartupModules() [e:\sourcecodes\unrealengine 4.23\engine\source\runtime\launch\private\launchengineloop.cpp:3337]
UE4Editor!FEngineLoop::PreInit() [e:\sourcecodes\unrealengine 4.23\engine\source\runtime\launch\private\launchengineloop.cpp:2738]
UE4Editor!GuardedMain() [e:\sourcecodes\unrealengine 4.23\engine\source\runtime\launch\private\launch.cpp:131]
UE4Editor!GuardedMainWrapper() [e:\sourcecodes\unrealengine 4.23\engine\source\runtime\launch\private\windows\launchwindows.cpp:147]
UE4Editor!WinMain() [e:\sourcecodes\unrealengine 4.23\engine\source\runtime\launch\private\windows\launchwindows.cpp:279]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]

Same here.
But nobody really seems so care. No "official" comments on any of these posts

Got the same problem on Switch.
When bake out the textures from Designer everthing works fine.

Hey there!
Is it possible to export textures created with the Substance Plugin in UE4?
As far as I remember this was possible with the Unity integration.

Or is there a workaround?

I use the plugin to tweak the materials inside Unreal, but due to problems when compiling for Switch, I'll need to work with textures instead of Substance.
So the easiest way would be to export my generated maps as image files when I'm done tweaking. Going back and forth between Designer and the UE4 plugin is  too much of a hassle.

Is this possible?

Best regards,

Hi there!

Seems like the Substance Plugin for UE4 (built from Source - 4.23 release branch) doesn't cook textures when building for Nintendo Switch. Every material using Substance falls back to Unreal default material.
Works perfectly on PC build.

Is this a known issue?
Or is there a specific version for Switch development?

I just copied the Marketplace plugin into my UE4 source build - do we need to compile a Substance Plugin source with the engine? If yes - where to get the source?

Substance is awesome, but without being able to build for Switch we can't use it in out project.
Thanks for your help!

best regards,

I'd like to bump this as well!

I'm not in front of my work computer, but i think there's a path for every OS in the documentation of Alchemist

No - i don't have that section in the Adjustment filter.
Just updated to the newest version - still not there.
Super strange. What version do you have? Maybe thy scrapped it?

It's there in the "Make it tile" filter though. I can assign different textures there.

Would be awesome if you can just drag multiple textures into Alchemist though. It's a bit of a hastle clicking every input on the filter and navigate to the right folder.

Hi Matthieu!

Hmm... i don't have a material group in the adjustment layer.
Got version 0.5.3 installed - seems to be the latest version.


Is there a way to import multiple textures (albedo, normal, roughness etc.) to create a Substance Material with Alchemist?
I can drop an Albedo texture into Alchemist and it creates all other maps based from that - what i want is assigning different maps myself and only create the ones I'm missing.

I'm aware i can do that in Designer, but it would be nice to skip that additional step and start working with Alchemist right away using 3rd party texture maps.


Hi there!

I updated my computer today with Microsoft's Creators Update.
Since then, Substance Designer + Painter won't start.

Here isn't even a crash. I start the EXE (also tried as Admin) and ...nothing.
As far as i can tell it doesn't even show up in the task manager.
Didn't find any setting that may prevent apps to start that aren't from the App Store.

I updated my NVidia 970 card to the newest driver as well.
Is somebody else having this problem?

Thanks in advance!

Hi Wes!

Thanks for your answer!
I played around with compression when exporting, but no luck unfortunatelly.
Curious what the devs say :-)

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