Add to project no longer works for plugins not registered as 5.7 compatible

I can no longer add anything to my project that I need since 95% of the Fab store is not compatible with 5.7

I used to be able to choose the version and add the plugin anyway. Now that has been disabled and you have yet again broken my project because of it. Why bother releasing updates if nothing is compatible to match the latest version or is everything experimental and no longer compatible?

Nothing is compatible and all of my paid for plugins are no longer usable not even in earlier versions of my projects!

The .0 version of the engine is kind of beta. A lot of people wait for the .1 version before updating. Including the plugin writers.

The people who have not updated their store assets all the way back from 5.4 are NOT going to update their assets just because there is a new version. I want to use the assets I pay for with the new version. Heck with any version.

They’re just models and textures. Why is that so difficult for the engine to process that we are no longer allowed to import models and textures from the Fab store??? Making an argument when I’m not allowed to do the bare minimum in this version or the previous versions when it used to work in my projects is pathetic.

I can no longer install or import models or plugins from Fab thanks to this garbage! Not the ones I need to use anyway.

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Hey there @EN6A6E! I understand the frustration. It’s usually not recommended to update projects to the most recently released versions immediately for commercial projects as there will often be some unforeseen issues.

For most assets that are cross version compatible such as 3D models (even without being flagged as such) can still be imported directly into the project by the Fab Plugin.

However there are assets that cannot such as code plugins or smart assets, however with smart assets (primarily blueprint) you may still be able to port them forward, but the process can be a bit harder. Loading them into a blank project of a previous applicable version then upgrading that project forward can often (though not always) preserve the assets functionality, and then you can migrate it to your current 5.7 project. (Note due to some changes Substrate and PCG can be a bit more troubleshooting).

If that isn’t working, when attempting to Add to Project inside the plugin, do the imports fail?

If it’s just models and textures, you can use them with the new version no problem :slight_smile:

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I didn’t know that doing it from inside the plugin was a thing. I’ve always done imports through the Epic games launcher. It looks more like the process has changed or the design of the page when importing had changed.

I used to be able to click on the latest version of the editor and click install. But now it makes me think I need to have the previous version of the editor installed for the plugin to import.

I managed to get the thing to start downloading before leaving work yesterday. Some of these files from the Fab store are ridiculously huge. I’ll update here if it works later today.

Thanks

I finally got an import to work from the launcher. It’s not the first time that I’ve had issues with it. Mostly because it’s misleading when it makes you select the closest editor version. The entire process is misleading and made me panic and think that none of my plugins were going to work. I know I’m not the only person with this issue and it would be nice if the instructions within the launcher were more clear.

It would be nice if there was a way to show when files are new in the content browser within the editor. I couldn’t find the files from a 6GB download because they were nested inside other folders.

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No problem! There are plans to make the process more seamless between the plugin itself and Fab, so these issues should lessen as time goes on. Please let me know if you have any more issues with asset imports, there’s lots of tricks for almost every standard asset type, but C++ plugins are for the most part unable to be automatically updated easily.

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Thanks

The plugin/content I was trying to import was from the procedural foliage tutorial for 5.7

It would have been nice if it was updated along with the content to showcase the new version of the procedural foliage. The character pawn in the level assets uses an older version of movement and doesn’t work.

Ahh understandable! Generally tutorial content doesn’t end up remaining supported for many versions. I usually recommend when following them to run them on the version they were initially built for, then taking that knowledge and implementing it with the new systems or porting forward then modernizing what breaks.

I get that and swapping out the actors is quite easy. It’s just the title of the tutorial says it’s for 5.7

I would like to see an updated demo package to showcase the 5.7 foliage like the did in the Witcher demo. Especially the part where they show the nanite branches and leaves grouping into nodes to improve stability without losing quality from a distance. That is also missing from in the 5.7 tutorial and I can’t find any current documentation on it.

It just makes the Witcher demo showcase seem misleading if it’s not possible to implement even if you have 5.7 which is what I was hoping for.

I have been using generated foliage since 5.4 and still don’t have a good enough handle on how it all works. I’ve used multiple methods.

Always keep an older version of the engine around. That way, you can add whatever is needed at that version, and then open that project in the later version to “upgrade.”

Also, if you realize the new engine version requires more changes that you’re willing to do, having the old one around is a life saver.

I haven’t had much time to work on my project. When I loaded it today I could see that it automatically loaded my trees in an optimized mode. I thought it had to be implemented but turns out it’s automatic. I thought there would be more documentation about it from Epic which is why I went through the opening tutorial and was looking for resources in the first place.

I wonder if there’s a way to prevent them from flickering now. I’m not sure if that’s a bug with the nanite or with screen resolution.

I think the flickering has something to do with the render quality. Having settings at Epic causes shadows and details to flicker like crazy.

When the flickering is occurring, is the nanite geometry itself adjusting rapidly? You can check this by using some of the nanite visualization modes.

In the meantime, check out this thread with a couple users with 2 different fixes for nanite foliage, as the flickering is a somewhat common issue but not always the same type of flickering.

It’s with the shadows in the trees and on the ground. I haven’t seen flickering like this before. I increased the resolution to see if that would fix it but it would just flicker all the same.

I viewed my tree model directly and the flickering is closer to what the guy in the post has. I’ll check if any of those solutions work for me.

Thanks for the help.

I went over every single fix mentioned and they didn’t help. Half the node options they are playing around with are from a much older version of the engine and don’t apply to my models. My wind is also completely disabled so it’s not that.

I turned off nanite on a model and that didn’t fix it. So it’s also not the nanite.

I think I narrowed it down to something within the lumen and raytracing. Turning off the mesh distance fields broke the lumen but it stopped flickering in the model preview. Shadows still flicker a bit and that’s the part I’m trying to fix. They’re too harsh and it’s as if they’re constantly updating when the model and the lighting is static and there’s no wind.

I went through all the shadow settings in the directional light and most of them didn’t do anything.

When I turn off realtime viewport the flickering stops.

I might open up another question about it because it’s different than my initial issue. I have no idea what it is either than my shadows are all messed up and flickering like crazy. Viewing the models is even worse. It could be anything at this point. I must be missing a setting somewhere.

I think it had something to do with 5.7 changing many of my settings back to default. I finally figured it out with this tutorial. I had to change the AA method back to TSR.
I still have this odd shadow flickering in the most detailed parts but at least the shadows are now clean and not static noise from a distance.

Ahhh that makes sense, I’m glad TSR stopped mitigated the issue somewhat. Are you using Virtual Shadow Maps? This command will double their resolution (scaled by LOD) for an extreme performance hit, but we just need it for information anyway. Does this command mitigate it at closer range? r.Shadow.Virtual.ResolutionLodBiasLocal -1

I would recommend setting it back to 1 afterwards due to high performance cost.

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Thanks, I tried that command and it didn’t seem to make a difference to the shadows.
They look aright in the editor now.

It wouldn’t allow me to turn off virtual shadow maps without breaking things. So I had to leave it on.

The asset viewer still seems to be having issues where parts of objects overlap. It looks like it’s trying to adjust shadows and lighting every time I move the camera. It seems to happen with just the lighting because viewing in unlit mode doesn’t have those problems.

I’ll keep going through the settings until they’re perfect.

I figured it out with this r.distanceFieldAO = 0

After I restarted it reverted this command.

Across all versions and updates of the engine that was never an issue for me before.
Now I notice flickering in the reflections and models from a distance.

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