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Messages - Dan Stover

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Hi @drichardson,
Thank you for the report!
A ticket has been made and this will be fixed in the next hotfix release.  :D

Hi @slbwoolley,
Cross-compilation between Windows and Linux is not currently supported within Substance in UE4. I have taken note of this and it is something we will evaluate in the future.

That being said, the plugin is still compatible and can be compiled using Linux.

I am sorry that I don't have a better answer right now! If there is anything else we can do to help and if you have any additional feedback for the plugin, please let us know!  :)


Substance DesignerSubstance Designer - Discussions - Re: $time variable
 on: January 07, 2019, 10:50:02 pm 
Hi @Psynema,
The $time parameter is also available for Substance in UE4 to drive animated Substance graphs.
Below I have included a screenshot of a simple demo blueprint script I used to achieve this.

Time is a float member variable with a 0.0 default value.
Graph is an object reference member variable assigned to the SubstanceGraphInstance that will be animated.

I hope this helps and if you have any questions or any trouble getting this to work, please let us know.  :D


Hi @satansdildo,
We will work on a repro case and add a ticket for this bug.
Thank you for the report!  :D


Hi @Sean Madigan 0,
This should no longer occur with the most recent version of the plugin. (2.1.1)
Thank you for the feedback.  :D


Hi @gdpwilliams,
We added silent install support in the latest release of the plugin. (Version: 2.1.1)
To run the installer in silent mode, you can call the installer .exe with the /S switch.  :D


Hi @maximilien,
Back burner is now supported with the 2.1.1 update of the Substance in 3ds Max plugin!
Thank you very much for the feedback!

Cheers!  :)

Hi @bonedead789,
Would you be able to email me your Substance so that we have a clear repro case? If not, no worries!
Thank you for this report and we will start working on a repro case. If we find any quick solutions, we will post an update.  :D


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?


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