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Messages - Dan Stover

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Hey @nonchip,
Thank you for the update! So glad that you were able to get everything working! I will also get a fix in for this error. If you encounter any additional errors, don't hesitate to reach out.  :D


Hey @nonchip,
Thank you for the information. I will still have to work on getting this setup on a void distro repro.
I was able to build and run our new version of the plugin (for 4.20.0) today on Ubuntu.

Something that I noticed within your log that I didn't catch originally: `Exception while generating include data for UE4Editor:`

With the 4.20.0 plugin update, the one major change is that the plugin is now compliant with the new UE4 IWYU standard for header includes. This update may also solve the issue.

Release post:,24955.0.html

If you give this a try, keep us posted on if it solves the issue or not.
Thank you again for the info and we will work on reproducing the issue as soon as possible. :D


This compatibility release for UE4.20.0
The plugin is now compatible with the new UE4 IWYU standard.

Download Link:

This update is now available through the UE4 Marketplace. Alternatively, the most recent version of the Substance in UE4 plugin source can be downloaded from the link above.

Substance Integrations - UE4 - Re: Unreal 4.20
 on: July 27, 2018, 04:10:51 pm 
Hi @U2GMWhite,
The source version will be available later today but if you prefer to have it sooner, the only difference between the source version and the marketplace version is that the marketplace release of the plugin comes pre-built. The marketplace plugin includes the plugin source code and can be rebuilt with a source project.  :D


Hi all,
So this occurs when you re-import a Substance because changes could have been made to the Substance that would require a regeneration of the outputs. This does cause an issue with Perforce and we will investigate ways in which we can prevent this from happening. There is no quick workaround to this that we know of but if we find anything, I will post an update here.

Thank you for the feedback!  :D

Hey @nonchip,
Thank you for the update!
I will work on setting up a repro case and seeing if I can produce the same results. If you (or anyone else in the thread) could provide any of the following information, it would greatly help with pinpointing the issue.  :D

Which Linux distro/version are you using?

What is the command you are using to build the plugin?

Are you adding the plugin at the engine or project level?

Did you run generate project files post copy operation?

Regarding your pathing, I am actually not sure how pathing works with the marketplace folder on Linux as there is no launcher/marketplace on Linux. We still handle this path but our source plugins paths should be plugins/runtime/Substance so even though it doesn't solve this issue, I would still recommend keeping the path change.  ;)

As mentioned above, we will look into reproducing the same issue and as soon as I know more, I will post an update here.


Hi @ant8ine,
Sorry for such a delayed reply!
Going off of the information from your initial post, this sounds like a pathing issue. You mentioned that you are copying the plugin to both your Engine/Plugin folder and your Project/Plugin folder. Does this also include the runtime sub-directory?

The needed path for the plugin needs to be:
<Project or Engine Dir>/Plugins/Runtime/Substance

This is likely building as intended but once the plugin is loaded after being enabled, it does not find the correct paths.

If this doesn't solve the issue, please let me know and I would more than happy to help further!  :D
Also, if this doesn't solve the issue, could you send the UE4 log?


Hi @strezoiu and @JobWallis,
I downloaded the Marketplace plugin and was able to package for x64 and x32 without issue so it appears that this issue is local.
Some possible solutions:
- A common issue is that the Unreal Engine project settings might be defaulting to use Visual Studio 2015 for the build toolchain (Based on your output log, this is the case). By default, VS2015 does not have C++ selected to install by default. If this is the case, to add this: Open Visual Studio 2015->File->New->Project->C++, and you will be given the option to download the required content. Alternatively, if you also have 2017 installed (which does include C++ in the default install set) you can switch this through the UE4 editor settings.
Unreal Editor->Project Settings->Platforms->Windows->Compiler Version->Set to 2017. (Based on your output log, it is currently defaulting to VS2015)

Other Options:
- Uninstall the plugin using the UE4 launcher and reinstall from the UE4 marketplace.

- Uninstall the plugin using the UE4 launcher and download the plugin from the latest release post and add this to your project. (Detailed instructions can be found within the readme within the zip  :D)

In the case, that this doesn't solve the issue, please let me know!
I hope this helps and keep us posted on!

Cheers!  :D

Hi @strezoiu,
Sorry for the delayed reply.
So based on your on your error message, what is happening is that it looks as though you are packaging a win64 app, is this correct? (You specified your system and I just want to verify that you are packing win64 as well.  :) )

We will work on reproducing this issue on our end to determine why this is happening and have a fix as soon as possible.

In the case you prefer not to wait: This error message is from UE4 attempting to build the Substance plugin at package time and it fails to do so as you don't have the tools installed. (This is the result of missing files from the plugin installation which is what we will be investigating.)

Error: No 32-bit compiler toolchain found

An immediate solution would be to install one of the free versions of Visual Studio that has VC++ and package once more. This will rebuild the plugin and (in theory) work as intended.

As mentioned, we will work on getting this fixed and I will post an update here when we have an update.

If you could send me any of the following, it would help greatly and speed the process up:
- The version of UE4 that you are using
- ZIP file of the installed plugin (Only needed if the plugin was not acquired through the UE4 Marketplace)

Sorry again for such a late reply!

Cheers!  :D

Hi @funonfun,
This is neither a bug nor something that you are doing wrong. This is the functionality of the new integration as there are new features and changes to what we save. Max scenes using Substance do not depend on any of the Substance files. (unless you want to reimport a Substance.) The only dependency you would need to share a max scene using Substances is the Substance plugin.

Thank you for the feedback! We will investigate making this optional and adding a setting to control if Substances are saved and loaded from external files or from the Max scene.

Cheers!  :D

Hello @ratelectric86,
We are currently working on additional third-party renderer support for the plugin including Redshift. This can currently be expected with the 1.1 or 1.2 release of the plugin. We don't have an exact timeframe for when these versions will be ready for release.

The most recent version of the Substance plugin in Maya does work with the recent versions of Redshift. Our documentation does not currently reflect and will be updated in the near future.  :D


Substance Integrations - UE4 - Re: Console Support
 on: April 17, 2018, 03:47:51 pm 
Hi @rogue_daniyal,
Once we receive the developer confirmation, we typically respond within 24 hours. :D Out of curiosity, are you waiting for a response from us?


Hi @meshsel,
The new plugin is currently only available in 3ds Max 2018 and 2019. We also have a legacy updater that updates the original Substance integration to support the use of Substances created in more recent versions of Substance Designer.

More information can be found here:,14223.0.html


Hi @eve_1,
The Legacy 3ds Max Map support setting typically solves this issue. This can be found under Render Settings->System->Legacy 3ds Max Map support.
You mentioned that you set this option and you are still seeing these error messages? Would you be able to set this setting, save your project, restart 3ds Max, and load your project to see if the setting change is applied?

Let us know if this helps!  :D


@Quinn Durlston-Powell,
With the 1.0 release, we were also able to include both Octane and Corona.
We are also very excited to add support for Redshift!  :D
We don't have a time frame for when this will be ready but we will be working to get support for both Redshift and Vray-RT within the first few plugin updates.


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