Problem with materials in the cooked version of a project

 

Hi

I have a problem when using the coooked version of a project:
The materials of one of the elements (some trees) don't work. When i use the live connection all is fine, but the cooked version doesn't. 
There is not a single error message in Unreal when cooking the project, so I can't imagine what is happpening.

The message in Aximmetr is this:

[LogMaterial] Incomplete material M_MS_Surface_Material, missing (TBasePassPSTLightMapPolicyLQSkylight, 0) from FInstancedStaticMeshVertexFactory.

[LogMaterial] Incomplete material M_Cypress, missing (TBasePassPSTLightMapPolicyLQSkylight, 0) from FInstancedStaticMeshVertexFactory.

[LogMaterial] Incomplete material M_Cypress, missing (TBasePassPSTLightMapPolicyLQSkylight, 0) from FInstancedStaticMeshVertexFactory.

[LogMaterial] Incomplete material M_Cypress, missing (TBasePassPSTLightMapPolicyLQSkylight, 0) from FInstancedStaticMeshVertexFactory.

[LogMaterial] Incomplete material M_Cypress, missing (TBasePassPSTLightMapPolicyLQSkylight, 0) from FInstancedStaticMeshVertexFactory.

Too many messages in Unreal Engine Log. Some messages will be ignored.

Any idea how to solve this?

Thanks!


   stereonoise

 
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Eifert@Aximmetry
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Hi,

There could be many reasons for this issue.
You could troubleshoot it by creating a new Aximmetry Blank project and adding the trees to it:
Problem with materials in the cooked version of a project
Then check if they work in cooked mode. If they do, the problem is likely due to some settings in your Unreal project settings.


Otherwise, you could try turning on or off the Enable virtual texture support:

Warmest regards,

 
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stereonoise
  -  

Hi,

I'll try this and see if it works!
Thanks so much for the advice!


 
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stereonoise
  -  

Hi,
I tried a very simple trick that actually worked.

So basically the cooking was ok in unreal but, surprisingly, some materials didn't show up in aximmetry although the cooking was fine.
So what I thought is that maybe the obejects using that materials should be "rewritten" in the code in Unreal. What I did was to slightly move each tree in the scene (a little to the left, a little to the right... very slightly, just to maintain everything the same), saved and cooked again.

and Voilà, now the materials showed up perfectly in Aximmetry.

So in case anyone has this issue can try this tip and see if it helps.
Thanks @Eiffert for your suggestion too, which I didn't use as I tried this before!

 
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Eifert@Aximmetry
  -  

Hi,

If that solved the issue, then my suggestions would probably not have helped.
The good news is that in the next version of Aximmetry, you will have the option to turn off Iterative Cooking. Doing so would have likely fixed your issue:

Warmest regards,

 
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stereonoise
  -  

That's a good move from Aximmetry!

Thanks again for your quick answer.

Warm regards,