Billboard_Base.uasset has newer custom version of Dev-Rendering

 

Hi,

I am trying to cook a level to be used in conjunction with Antilatency's sensors. For this reason I downloaded the Unreal_Engine_for_Aximmetry_2023.2.2 variant of Unreal as I needed to be on 5.2 version of Unreal since the latest build for Antilatency only supports up to 5.2.

All installed well, but when trying to add a new camera from the Aximmetry menu inside Unreal, I get this error:

Could not add camera:

LogAssetRegistry: Error: Package X:/3D Stuff/ue/axy521/Content/Aximmetry_VirtualCam_3-Bill/Materials/Billboard_Base.uasset has newer custom version of Dev-Rendering

LogAssetRegistry: Error: Package X:/3D Stuff/ue/axy521/Content/Aximmetry_VirtualCam_3-Bill/Blueprints/Aximmetry_Virtual_Camera_1-3_Billboards.uasset has newer custom version of Dev-Rendering

LogEditorAssetSubsystem: Error: LoadBlueprintClass failed: The AssetData '/Game/Aximmetry_VirtualCam_3-Bill/Blueprints/Aximmetry_Virtual_Camera_1-3_Billboards.Aximmetry_Virtual_Camera_1-3_Billboards' could not be found in the Asset Registry.

LogAximmetry: Error: Could not load asset /Game/Aximmetry_VirtualCam_3-Bill/Blueprints/Aximmetry_Virtual_Camera_1-3_Billboards.

LogAximmetry: Error: Could not add camera.

LogAutomationController: Ignoring very large delta of 2.12 seconds in calls to FAutomationControllerManager::Tick() and not penalizing unresponsive tests

LogAssetRegistry: Error: Package X:/3D Stuff/ue/axy521/Content/Aximmetry_VirtualCam_3-Bill/Materials/Billboard_Base.uasset has newer custom version of Dev-Rendering

LogAssetRegistry: Error: Package X:/3D Stuff/ue/axy521/Content/Aximmetry_VirtualCam_3-Bill/Blueprints/Aximmetry_Virtual_Camera_1-3_Billboards.uasset has newer custom version of Dev-Rendering

LogAssetRegistry: Error: Package X:/3D Stuff/ue/axy521/Content/Aximmetry_VirtualCam_3-Bill/Materials/Billboard_Base.uasset has newer custom version of Dev-Rendering

LogAssetRegistry: Error: Package X:/3D Stuff/ue/axy521/Content/Aximmetry_VirtualCam_3-Bill/Blueprints/Aximmetry_Virtual_Camera_1-3_Billboards.uasset has newer custom version of Dev-Rendering

I am a bit lost, as I don't know what to do to fix this. Before finding out that my client is going to use Antilatency, I installed the latest version of Unreal for Aximmetry which used the 5.3 base and everything worked well in my tests. Managed to create the level, add camera, cook the project, open it in Aximmetry and added the billboards. 

Anybody had this issue or know what to do to be able to use the 5.2 build?

Thanks a lot!


LE: I just realized that as I initially thought that 5.3 will be good, I also downloaded the latest Aximmetry DE composer. I am now downloading the composer that is also part of the same release as Unreal 5.2 and hopefully this will fix this. I will get back here to confirm this.


Update: Yes, this was the issue. I needed to have both Composer and UE on the same version. I hope this will help someone in a similar situation. Cheers!

   vmladin

 
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Eifert@Aximmetry
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Hi,

Yes, to ensure compatibility, Composer and Unreal Engine must be on the same version.

You mentioned that the latest build for Antilatency supports only up to Unreal 5.2. However, Aximmetry operates independently from Antilatency's Unreal implementation. Therefore, as long as you configure Antilatency within Aximmetry, you can disregard any limitations mentioned by Antilatency regarding Unreal Engine versions.

Warmest regards,

 
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vmladin
  -  

From what I saw, in order to build the studio in such a way that digital assets are mapped correctly inside Unreal and real world, I need to bring the antilatency plugin in UE where I will be able to see the Antilatency markers inside the viewport. On their site it is only up to 5.2. 

Anyway, I can live with 5.2 for now as we are only in the early stages of the project. 

Thanks!

 
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Eifert@Aximmetry
  -  

Hi,

Unless there is an Antilatency product unknown to me, the Antilatency plugin in Unreal Engine is not required for Antilatency to function properly.

The layout configuration for Antilatency markers is done within the AntilatencyService software. Aximmetry retrieves camera positions from this software.

Aximmetry cannot directly access camera positions through the Antilatency plugin in Unreal Engine. Consequently, Aximmetry's camera solutions are not compatible with this plugin. You should follow the Antilatency setup as detailed here: Antilatency Setup.

Warmest regards,

 
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vmladin
  -  

I guess you are correct. I was watching this clip (https://youtu.be/cSYTWXUohdk?si=HMsZsgWKf2yTv2S1) about setting up Antilatency inside Unreal, but I think this is needed only if you are using Antilatency as a standalone product for camera tracking. In our case, since Aximmetry is involved in the process, the positioning of the actor and camera can be done manually inside Composer, so no need for a physical representation of the Antilatency floor inside Unreal. 

Thanks for pointing this out!