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Substance Integrations - UE4 - Re: SD UE4 Plugin Requirements
on: October 29, 2014, 03:16:15 pmHi,
I will check to see what our roadmap will be. This does make it very difficult to package your game. I understand where you are coming from as I'm not a c++ coder and its difficult if I want to use Substance with a blueprint only project.
Cheers,
Wes
Thanks Wes. For a couple of months as a work around we were outputting our Substances as bitmaps and assembling them in the Material Editor in UE4. This was often the only way we could work with SD/SP and UE4 also because of the uncertainty surrounding the UE4 plugin and when Allegorithmic would release an update following Epic pushing out a new point release.
As VR developers we have to test often where things are in game and that requires that we "Launch" the environment. At the moment we have someone who has taken on the responsibility of folding the Substance, Wwise, Ikinema plugins into our build, but I can see this stopping uptake of Substance into the game dev pipeline regarding UE4 if it's not resolved as Blueprint's "only" development is one of the big selling points of UE4.
Please escalate this and at least find out if it's something that might have a resolution in the near future or if this will be a permanent issue.
For us at least there are serious considerations to take into account if we are distributing our game with .sbsar's or with bitmaps.