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Messages - -kg-

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31
When using live link, can we have control over where the files go? Right now you create an entirely new folder structure and throw it into the unreal project. It would be nice to customize this.

ex: Artist has an asset already painted in substance and the file is already saved in the team's established folder structure.

I can not find a way to do this but if there is one, please point me to it.

@jmarcus0117 ,

Unfortunately, there is not a way to do this in the current version of Live Link. I will pass it along to the team though. :)

32
Substance Painter, version 6.2.2
Build 661 - 90395d89ce8b089bdb4bffbb6bd272741a80f04f

The meshes causing the crash were meshes that I created in Maya and imported to Unreal. The Meshes that I was able to send successfully were part of the Modular ScFi Season 2 Starter Bundle by Jonathan Frederick specifically the Static Mesh Case A, but only the meshes that I created myself were causing the crash. Link to the file causing the crash: https://gnomonschool-my.sharepoint.com/:f:/g/personal/alan_l9607_gnomon_edu/EiD6L1YwdthLg2grUxIRvjUBGd5ERe2dl8to-8gLV1ucdQ?e=6fMJML

I apologize for mucking up this thread. I created a project from scratch and re-imported the mesh. Substance Painter plug-in worked perfectly. Only difference was I right click imported the mesh and let it create the default material instead of dragging and dropping the files. Shouldn't have mattered at any rate, but: Thank you for your  help, -kg- and thank you for starting the thread, reini99. Peace.

One last note. I've managed to re-create the crash. I assigned a new texture to the mesh before activating the Substance plug-in and it immediately crashed. Hope this helps.

hey @Alan Lashbrook 0 ,

After some digging, I was able to reproduce your issue. I wasn't able to reproduce it initially. I replaced some textures in the base material (created by UE4 when the mesh was imported), but after sending it to Substance Painter it would just unlink those textures in the material and replace it with its own. The crash only appeared when I deleted the base material entirely, replaced it with a material I created, and sent it to Substance Painter. I got the same crash/error message you received as well.

Did you happen to delete the base material as well? When you send a mesh to SP, a SP project is created, UE4 Textures are created, and it seems like it tries to put those textures in a material that doesn't exist anymore, leading to the crash. This might have also occurred if you imported the mesh (without letting it create base materials) and applying your own material before sending it to Substance Painter.

I will put a ticket in for this issue. Thanks for the info and the report. :)

33
I don't want to hijack this thread, but I'm having a similar issue. It is a new project in 4.26 with only basic materials applied on static meshes I have created, and it causes a crash consistently. I have older projects I updated to 4.26 where Unreal does not crash when sending the mesh to Substance, but these were pre-existing Static Meshes created by someone else, and purchased from Unreal's website.

Given this, I don't think the problem can be tied specifically to updating from an older project.


LoginId:53ba04634aecb3f4ccc7cfa600f997f1
EpicAccountId:d794da7c8ef34db8a26b0361be2ca696

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000018

UE4Editor_SubstanceLiveLink!FSubstanceLiveLinkConnection::GetMeshMaterials() [D:\Build\++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Substance\Source\SubstanceLiveLink\Private\SubstanceLiveLinkConnection.cpp:375]
UE4Editor_SubstanceLiveLink!FSubstanceLiveLinkConnection::GeneratePainterProjectJson() [D:\Build\++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Substance\Source\SubstanceLiveLink\Private\SubstanceLiveLinkConnection.cpp:260]
UE4Editor_SubstanceLiveLink!FSubstanceLiveLinkConnection::SendPainterProject() [D:\Build\++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Substance\Source\SubstanceLiveLink\Private\SubstanceLiveLinkConnection.cpp:635]
UE4Editor_SubstanceLiveLink!FSubstanceLiveLinkConnection::SendAssetToSubstancePainter() [D:\Build\++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Substance\Source\SubstanceLiveLink\Private\SubstanceLiveLinkConnection.cpp:89]
UE4Editor_SubstanceLiveLink!<lambda_4884dc02633e35ab157dc0087852c21b>::operator()() [D:\Build\++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Substance\Source\SubstanceLiveLink\Private\SubstanceLiveLinkModule.cpp:139]
UE4Editor_SubstanceLiveLink!TBaseFunctorDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,<lambda_4884dc02633e35ab157dc0087852c21b> >::ExecuteIfSafe() [D:\RocketSync\4.26.0-14830424+++UE4+Release-4.26\Working\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:838]
UE4Editor_Slate
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UE4Editor_Slate
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UE4Editor_Slate
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UE4Editor_Slate
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UE4Editor_ApplicationCore
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user32
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kernel32
ntdll

@Alan Lashbrook 0 ,

What version of Substance Painter? Are you able to reproduce this with meshes other than the pre-existing bought meshes? Can you also provide what meshes were used to cause the crash (or provide a link to the authors page)?

34
I started the project in 4.20 and updated it. everything works, except several problems with the substance plugin over time.
fix to my original post: the problem arised when i updated from UE 4.25.3 to 4.25.4.   not 4.24 as i originally wrote.

The crash occurs when i try to load any map or start a new template map with the plugin enabled in 4.25.4 or 4.26 in my project with hundrets of different substances.

If I have the substance plugin enabled but not loaded any map, then I can click on the substances, but they are that white preview with dummy textures (e.g. white or yellow textures for normal, roughnes...instead of the correct ones). UE does not offer me to rebuild the substance graphes or anything to fix it.

What can i do? Why are there no options to even manually fix this?

If I start a new project in 4.26 with no substances in the /content subfolders, then the crash does not happen. But this does not help me to save my project with over a year's work gone into it. Please help, as i cant change to any previous UE version either because of the other restrictions.

@reini99 ,

We have had a couple of reports about this issue (the serial size mismatch crash). From what I understand, it can occur when texture data could have become possibly corrupted over the update process from pre-UE4 4.23 projects to UE4 4.24+. The Substance plugin was refactored in 4.24 which changed the format that the Substance generated textures were created in. Prior to 4.23, Substance generated textures were USubstanceTexture2Ds. In 4.24+ the textures are generated as the Unreal standard of UTexture2Ds. If a user tries to update UE4 from 4.23 or prior to 4.24+, then the plugin will attempt to regenerate the textures to the new format and reapply all of the materials. A crash can occur during this process when attempting to update the textures where the user can run out of video memory. If this occurs, then there is still data in the project that has been updated and some data that has not been updated. (along with some possible corrupted data if it crashed during the regeneration of Substance textures)

Did you receive a crash during the update process at any point? If so, corrupted data might be the culprit. Unfortunately the reports we received about this issue have occurred with large projects so they are difficult to share, but if you are able to provide a project so we can reproduce the issue (ideally the project before an update past 4.24 was done) then that would be extremely helpful.

In terms of manually fixing the issue, if the data is corrupted then there is no retrieving that data. However, all of the data might not be corrupted. I would suggest finding which Substance textures/files are causing the crash then deleting them and importing them manually to ensure that the new Substance generated textures are created correctly. If the Substance textures are showing up as white or checkerboard, then they may be corrupted.

Hope that answers your question, let me know if I can help further in any way.

35
I have had a large project with hundrets of assets and many Substances on them on 4.24.3.
Then i updated to 4.24.4 yesterday and could not load existing maps, nor start new template maps.
I deinstalled the Substance plugin and reinstalled it, same problem.
Then I updated the project to 4.26: same problem: crashes when 4.26. Substance plugin is enabled, normal if plugin is disabled.
Here the crash report:

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 4148] SubstanceTexture2D /Game/Substance/gametextures/Seaside_Gravel_INST_metallic.Seaside_Gravel_INST_metallic: Serial size mismatch: Got 208, Expected 204

UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
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UE4Editor_SubstanceCore!USubstanceGraphInstance::GraphRequiresUpdate() [D:\Build\++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Substance\Source\SubstanceCore\Private\SubstanceGraphInstance.cpp:226]
UE4Editor_SubstanceCore!Substance::Helpers::SubstancesRequireUpdate() [D:\Build\++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Substance\Source\SubstanceCore\Private\SubstanceCoreHelpers.cpp:3397]
UE4Editor_SubstanceEditor!FSubstanceEditorModule::RebuildAlert() [D:\Build\++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Substance\Source\SubstanceEditor\Private\SubstanceEditorModule.cpp:122]
UE4Editor_SubstanceEditor!TBaseStaticDelegateInstance<void __cdecl(FString const &,bool),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\RocketSync\4.26.0-14830424+++UE4+Release-4.26\Working\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:731]
UE4Editor_UnrealEd
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UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
user32
user32
UE4Editor_ApplicationCore
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

Hey @reini99 ,

A couple of questions about your project:

1) Did you create this project in 4.24.3 or in a version prior and update it?
2) Does the crash occur on startup or when you click on a Substance graph?

36
ah ok. Thanks so much for taking the time to narrow it down and pinpoint the issue. So just to reiterate, its directly due to using Flood Fill and the v7 Substance Engine UE4 currently utilizes?

@Dominic Sagona 1 ,

Correct. I am thinking that it what it is. I also tried the sbsar in other integrations that currently use the v7 version of the engine, and it failed there too. We are currently in the process of testing the v8 engine update for the UE4 plugin and will release it to the marketplace when the testing is complete. Apologies for the inconvenience in the meantime. :(

37
Hi KG,

Thanks for the replay and my apologies for the delayed response. No I have not found a solution for this yet. Per your requests, I've attached a file in hopes it will help identify the problem. I appreciate your help. Let me know if you have any problems accessing the file or anything relative.

https://www.dropbox.com/sh/tnx6uu7c5lm3icx/AADR2oqXCK2lzYzZQ8jQZKxba?dl=0

I'd also like to add that this problem is not specific to this file. I have this same import problem with other Substance files I have made, but not all! A couple have worked, which is why it is so confusing.

Thanks!

hey @Dominic Sagona 1 ,

I took a look at your sbs file today. It was missing some dependencies:

- DeteDirectionalWarp.sbsar
- Filter_DilationOrErosion.sbsar

But I was able to delete the nodes where these were used, and was able to reproduce your issue on import. Looking at the .sbs I have narrowed it down to the Flood Fill node. Once I delete anything related to the Flood Fill and re-export the sbsar then it imports without issue. I'm still investigating what the problem is, but that might be related.  :o

EDIT: I tested this with the a version of the UE4 plugin that includes the latest engine update (v8) and the sbsar works without issue. It seems that the Substance sbsar is using nodes that are not currently compatible with the v7 engine that is in the current UE4 plugin on the Marketplace. I don't currently have an ETA on the release of the new version of the plugin, but that seems to be the issue. :)

38
I did - it does not make a difference. I get the exact same errors.

@boris23 ,

Can you verify that you have copied every file included with the plugin and/or didn't delete any associated files? This error seems to occur because of missing headers.

39
Substance plugin for UE4 keeps unlinking my files and making me remake/bake the textures when I send them to painter to edit them (although it still shows that the textures are there). It’s as if it didn’t exist and starts over. What’s odd is that it’s not all my assets but it’s a good majority. Would really like to figure out what’s going on and how to fix this as I am dealing with a large game project and it’s becoming an issue for our work flow. Got some assets with lots of work into them and remaking them just when I’m trying to edit them.

Any help would be much appreciated thank you!

I am running the plug-in on 4.25

@P_White6 ,

Can you post a video or outline the steps you follow in order for us to repro this? :) (Also what version of Substance Painter?)

Sounds good. Thank you.

Substance Painter 6.2.2

https://drive.google.com/file/d/1n_hYB321hhKA4IJGB06CDIm7Z5H2VVmJ/view?usp=sharing

The objects in which I am sending to Substance Painter are items I have already textured and Substance is acting as if I haven't already.

@P_White6 ,

If you export something to Substance Painter (or in this case, even click cancel on the second dialogue), the plugin will try create a .spp project and create new blank materials in UE4 for that project. So if there are any materials already applied to the mesh in UE4, Painter would have no idea. That would explain the plugin removing the materials. UE4 materials can't be sent to Painter unfortunately. All the LiveLink plugin does is send textures back from Painter and place them in a material.

However, after you send a mesh the first time using Live Link in UE4 to Painter that .spp project will be placed in the project folder (along with the textures). So any other time you wanted to send it, it would see that project and wouldn't reset the materials.

Hope that makes sense :)

40
I downloaded the plugin via marketplace and put it in the plugin folder.
UE4 tells me that it needs to be rebuild due to different engine version.
Rebuilding fails though with many errors. Here some examples:

/home/sim/UnrealEngine/Engine/Plugins/Substance/Source/SubstanceCore/Public/SubstanceCoreHelpers.h:129:26: error: unknown type name 'SubstanceTexture'; did you mean 'USubstanceTexture2D'?
void UpdateTexture(const SubstanceTexture& result, SubstanceAir::OutputInstance* Output, bool bCacheResults = true);
                         ^~~~~~~~~~~~~~~~
                         USubstanceTexture2D
/home/sim/UnrealEngine/Engine/Plugins/Substance/Source/SubstanceCore/Public/SubstanceCoreHelpers.h:20:7: note: 'USubstanceTexture2D' declared here
class USubstanceTexture2D;
      ^
/home/sim/UnrealEngine/Engine/Plugins/Substance/Source/SubstanceSource/Private/SubstanceToolkit.cpp:249:25: error: out-of-line definition of 'OnAssetPurchased' does not match any declaration in 'FSubstanceToolkit'
void FSubstanceToolkit::OnAssetPurchased(Alg::Source::AssetPtr PurchasedAsset)
                        ^~~~~~~~~~~~~~~~
/home/sim/UnrealEngine/Engine/Plugins/Substance/Source/SubstanceCore/Public/SubstanceCoreHelpers.h:142:41: error: unknown type name 'SubstancePixelFormat'
EPixelFormat SubstanceToUe4Format(const SubstancePixelFormat Format, const SubstanceChannelsOrder ChanOrder);


Does anyone have an idea what is going on here?

@boris23 ,

Can you try putting the Substance Plugin in the root of the project in a /Plugins/Runtime/ folder instead and trying again?

i.e. : /home/sim/PROJECTNAME/Plugins/Runtime/Substance/

41
Most of the projects that I've been in as of late started in 4.24 or 4.25 my department began in 4.20 but immediately moved to 4.24 so we've never updated to 4.23. There's only been 1-2 projects that may have started in 4.24 and then was converted to 4.25 but that occurred months before the issue occurred. I will try to give your idea of deleting the substance textures out so that the graphs can generate new maps, its just going to be an extremely tedious task since our material library is quite big.

@SFrench ,

Moving from any UE4 version before 4.23 to a newer version (4.24/4.25) would have the same issue since every version prior to 4.24 used USubstanceTexture2Ds. So any Substance sbsars imported prior to 4.24 would have generated those versions of the textures and would need to be upgraded to the new standard of UTexture2Ds. Unfortunately, depending on the size of the Substance textures/graphs it may cause you to run out of VRAM and then a crash occurs mid-conversion which can cause corrupted data which can then lead to crashes. I have seen this error before from a project that crash mid-Substance texture update. It leaves some textures correctly converted to UTexture2Ds and some are still USubstanceTexture2Ds and then some are just corrupted data. It sounds like there is old data or even corrupted data that is causing the serial mismatch.

Are you able to open the project with the plugin disabled and see the Substance textures? If there are some that are blank and are 0 bytes then those are corrupted. If some are still labeled as USubstanceTexture2Ds then that is still old data.

If you wanted to try and re-update from a previous UE4 version (prior to 4.24), you can also try what I mentioned in another post as an alternative:

Alternatively, if you are using a C++ project, you can try changing the amount of Substance sbsars the plugin converts at a time. There is a line in: Substance\Source\SubstanceCore\Public\SubstanceCoreHelpers.h that is "#define MAX_SUBSTANCES_TO_UPDATE 100

If you change the 100 to a 1 it will reduce the memory usage on updating as it will only be limited to converting one Substance sbsar at a time. The caveat is that it will take longer to convert everything.

42
Currently using 4.25.3 and 4.24.3 but for the sake of the comment I am primarily in the former. I am also using the same version for the plug-in as well. The crash seems to occur during loading portion of my project. So for instance if the plug-in is already installed and I go to open my project build it will load, get to 99%, then crash giving me the error in the attachment I provided. The other way it will crash is if I reinstall the plug-in before opening a build, the build will open, prompt me to manage my plug-ins, I'll activate the plug-in, restart the build, and then it crashes right before launching. I am still able to use the shader that had bitmaps previously created for it but my builds no longer recognize the substance graphs or instances. The only updates I did as of last Friday were the systems update for UE4 which crashed the launcher (that has been fixed) and when I was trying to reinstall the plug-in that was a download that occurred that I believe I updated but I have not updated my version of UE4 that has stayed consistent.

At some point did you upgrade a UE4 project from 4.23 - 4.24/4.25? From 4.24+ we started using the UE4 standard of UTexture2Ds being generated by our Substance graphs. Previously, they generated USubstanceTexture2Ds. The plugin in 4.24+ will attempt to 'update' these textures when it detects them in a project that is being updated. If at some point in the update process it crashed (sometimes due to running out of memory), this could have caused some texture data to become corrupted which could also lead to crashes. I can't be sure without a project to reproduce the issue with.

A 'fix' would be to delete the Substance textures out of the project entirely and then right click on the Substance Graph Factories and generate new graphs (and textures) with the 4.24/4.25 plugin enabled to allow for the plugin to generate these textures correctly.

43
Hi! I'm getting the same issue after upgrading the Substance plugin to 4.25.0.4 (with UE version 4.25.3 and 4.25.4, same issue).
Is there any known workaround to avoid that? Or is it possible to get more information about what this "rebuild" is actually doing ? (so that maybe we can try to process files in small batches in a separate project and avoid the crash)
Cheers!

@tooomg ,

The 'rebuild' / update process occurs because we stopped using USubstanceTexture2Ds and switched to using the UE4 standard of UTexture2Ds starting in UE4 4.24+. If you are updating a project from 4.23 to anything higher, the dialogue will appear when you try to open the project stating that it needs to 'rebuild' the Substance graphs.

What this process does in a nutshell is regenerate and replace the existing USubstanceTexture2Ds with UTexture2Ds. Currently this is set to convert 100 Substances at a time, which sometimes has the unfortunate side effect of running out of memory during the update process which will then result in a crash. This seems to occur most with large projects with lots of Substance sbsars and Substance textures. You also might see that you are able to open your project after a crash, (and also you may see the dialogue pop up again) but there might be some textures that are still the 'old' versions and some that may have corrupted texture data.

The 'best' failproof way of updating without any issue would be to remove the Substance graphs and textures in the project before updating to the newer UE4 versions, then recreate them with the Substance Instance Factories as normal to allow the new plugin to create the new Substance graphs/textures. You can also just delete the Substance graphs/textures in the updated version and create new instances with the Substance Instance Factories as well.

Alternatively, if you are using a C++ project, you can try changing the amount of Substance sbsars the plugin converts at a time. There is a line in: Substance\Source\SubstanceCore\Public\SubstanceCoreHelpers.h that is "#define MAX_SUBSTANCES_TO_UPDATE 100

If you change the 100 to a 1 it will reduce the memory usage on updating as it will only be limited to converting one Substance sbsar at a time. The caveat is that it will take longer to convert everything.

44
Unable to open project builds due to recent plug-in update for Unreal Engine. Only able to open builds when plug-in is disabled or uninstalled, but by doing so I no longer have access to the substance graphs or instances in my material library.

@SFrench ,

What version of UE4+Substance plugin? How does this crash occur? Did you update your project recently? I have seen this crash before, I think it is because of corrupted data after an update (i.e. if it crashed midway through the Substance texture update process).

45
HI guys I moved to 4.26 and UE ask me if (Imagen attached) any solution for this??


This message you will see when you are upgrading a project that contains 'old' Substance graph data that will need to be updated. This is because 4.24+ we switched from USubstanceTexture2Ds to using the Unreal standard of UTexture2Ds. This requires the 'updating' or regenerating of the Substance textures in the project.

Problems arise when trying to update the Substance textures. If the Substance sbsar files/textures are large or there is a large amount of them, this seems to cause problems where it will run out of memory during the update process and then crash.

Did the crash happen during the update process? Or did it happen when you get back in the Editor? If the crash occurred during the update process, then there will be both updated and non-updated Substance textures in your project and this can cause crashes.

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