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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]

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,


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 there!

I updated to Substance Designer 6 have a problem with importing sbsar files into Unity.

Unity shows the error:
Failed to retrieve a single SBSASM file in the archive... Did you use the Substance cooker to generated the archive ?

followed by:
Import failed...

I already set the compatibility mode to SD5 - didn't help - same error.

I already used the graph in Unity with SD5 before but had to make some changes which I did after updating to SD6.
Now I can't get it working anymore.

Any tips?

PS: The graph is referencing other graphs i made - could there be an issue?


I have some serious issues with Substance Painter 2 and don't know what else I can try to fix this.
Whenever I work with Painter and use a material, I can't save my project anymore.
Sometimes Substance Painter crashes to the Desktop, sometimes the whole system melts down to a Blue Screen.

I'm working on a project right now where I was able to create some fill layers, masks etc. and it worked fine.
As soon as I'm using a material from my shelf things mess up completely.

I checked out various known issues already - nothing fits.
Attached all the log files I could find.

Using Windows 10 and an NVidia 970 btw.

Thanks in advance!
PS: Please let me know if you need anything else

I'm really impressed with SP. One great feature would be if i could place and stretch/distort/rotate stamps (or materials) onto the UV map like i would do in SD with a Transform2d node (tiled and not).

I basically wanna replace Photoshop that way. In Photoshop I cut out a texture and position it on the UV map to have it in the right spot. Then i stretch and distort the texture to make it fit.

Something similar in SP's 2D view would be awesome. Just some simple tool to cut out parts of a material/texture and place it in the view.


I am working on a couple of base materials which i'm gonna use for texturing my models.
Therefore i wanna expose some Level nodes to be able to change stuff later on when I'm texturing my objects.

This works fine so far, but i get R,B,G+A sliders when using the materials  instead of that cool graph window.

Is there a way to expose the graph instead of just sliders for every level and every color channel?

I have a problem with importing my substances in Unity.
I made a physically based substance to use with a Pb-Shader (from Alloy).
Baking in Substance Designer works fine, but when i import the file in Unity I get an Error message that Unity doesn't recognize the outputs from the substance.

Is there anything i need to keep in mind when importing PB-substances in Unity?

Thanks for the help in advance!


I really love Substance Designer. But everytime i try to bake my project i get an error list that's huge (doesn't even fit the screen).
I work on Substance Designer 4 for MAC.

Please see the attached screenshot.

It's a fresh installation and i didn't do anything specific. I imported a couple of textures i wanna use (imported, not linked).

Is there a bug, or can somebody help me out and tell me what I'm doing wrong?

Thank you!

I bought Bitmap2Material via the Unity Assetstore.
It's awesome but I still got a couple of problems using it.

1. problem:
I created a material and used it on an object. But when I start my game it takes a while till the material shows up. The object is blue first and after a while it shows the material i made in Bitmap2Material. Same thing happens when i build the game.
How i can i tell Bitmap2Material to statically create the material so it doesn't get auto-generated while the game is running?
Does it have something to do with the load behaviors? I fooled around with that but didn't really get rid of the problem.

My workaround is to export all the created outputs as images and use the build in Unity shaders with those texture. This kinda sucks and I have no chance to do changes on the material without re-exporting the textures.

2. problem:
When using Bitmap2Material Unity brings a message that's like "determining assets for platform..." and checks what assets needs to be re-imported. This only happens when i use Bitmap2Material and it takes ages! I only work for 1 platform, and never switched it while working on my project.

I hope somebody can help me out here because Bitmap2Material seems to be an awesome tool. But right now i can't really use it with those 2 issues.

Thanks in advance!

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