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    Issues with Compiling Shaders

    I'm new to UE4 and 3D dev in general. I'm not sure if this is an easy fix, an oversight on my part, or something truly wrong. I have 9 textures loaded onto a material, and initially, things were working fine, no issues whatsoever, I took a short break, returned to it to find that the 'blank' squares appear in random places throughout the level. They will be compiled on part of a landscape, but not on other parts of the same landscape. Some will just never compile and return to normal. They stay as these gray squares, which can still be painted on, however will not change. You can see the textures next to the edges blend into whatever texture you are painting on the gray areas with, but the gray area will never actually change. In the picture you can see 2 of these such squares with a space in between them. The space in between can be painted on freely with no trouble by all 9 textures. Is there any way to fix this? I've been working around where I know the squares are, but as seen here, some are particularly intrusive. This also happens on other landscapes in the same level. I've researched for hours on the subject and have not found a working solution. Thank you.

    #2
    Any help would be appreciated. I've spent the following 2 days trying to find solutions. No luck

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      #3
      Just googled the following (based on my understanding of the issue): "ue4 limit on the amount of sampler when painting landscapes?", which are the usual way to google stuff for ue4, is placing ue4 always first and do a question in a complete form or with relevant keywords in the sequence they matter. The correct result appeared at the first line, which was a luck, because sometimes is not that way.

      https://answers.unrealengine.com/que...yer-limit.html

      So, marking the Texture Sample nodes (all of them) in the field Sample Source = Shared:Wrap.

      Let us know if that worked, please! More people might come to search at forums and would be nice to find the answer is here aswel.
      Nilson Lima
      Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
      Join us at Discord: https://discord.gg/uFFSEXY

      UE4 Marketplace: Cloudscape Seasons
      supporting: Community FREE Ocean plugin

      Comment


        #4
        Originally posted by NilsonLima View Post
        Just googled the following (based on my understanding of the issue): "ue4 limit on the amount of sampler when painting landscapes?", which are the usual way to google stuff for ue4, is placing ue4 always first and do a question in a complete form or with relevant keywords in the sequence they matter. The correct result appeared at the first line, which was a luck, because sometimes is not that way.

        https://answers.unrealengine.com/que...yer-limit.html

        So, marking the Texture Sample nodes (all of them) in the field Sample Source = Shared:Wrap.

        Let us know if that worked, please! More people might come to search at forums and would be nice to find the answer is here aswel.
        Worked great! Thank you, you're my hero! I wasn't aware there was a limit on the amount of textures used in a material. Thank you for all of the tips.

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          #5
          Originally posted by BrettBelanger View Post

          Worked great! Thank you, you're my hero! I wasn't aware there was a limit on the amount of textures used in a material. Thank you for all of the tips.

          Rest assured we all have been in the same spot as you when we started dealing with the engine. Im am glad all is set, cheers!
          Nilson Lima
          Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
          Join us at Discord: https://discord.gg/uFFSEXY

          UE4 Marketplace: Cloudscape Seasons
          supporting: Community FREE Ocean plugin

          Comment

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