Raven I’m really bored. I’m at the point of giving up everything. After copying and referencing without changing the name as you said, it crashes directly. I’m fed up.
Are you sure it’s not a system instability at this point? I’ve done many paragon character conversions with zero problems.
Can’t we understand from the error reports that it is a system issue? Also, when I first changed the name, only the twin character gave an error. Finally, when I deleted the others without changing the name Orion, all of them gave an error.
Is it the same error even after re-downloading the character?
Yes, I cleared the cache and re-downloaded the character. But you told me to use this cleaning tool. After that, the textures disappeared. I repeated the whole process from the beginning, but when I deleted the orion files without changing the name, all the characters started to give an error, even if there was only 1 left.
Just downloaded and added without problems the Twinblast character. This means the 5.4. Paragon characters are fine, just make sure that you download the 5.4 character versions and do not use the 5.3 in 5.4.
when you deleted the global material collection did you choose the correct one to replace it with?
You need to choose replace references.
All should point to the same global file (pick 1 character as the base character for this)
I didn’t give a global art reference. What exactly should I delete and what should I reference? Can you write the exact file name or leave an image?
Type in Global in the filter of the content browser while being in content (it will choose all sub folders)
Filter by material collection
Find all cloned material parameters collections and one by one delete them with replace reference to 1 folder until they all materials and bp’s point to that 1 version of the file.
OrionGlobalGameplayCollection is the main culprit in most cases.
The thing is that the Global folder should probably be the same for all characters. That’s my assumption about the original paragon game. It’s all cloned to split out characters. This is the cause of the problem, but there is no tool to combine folders.
The ones with global in the name should be reduced to 1 instance per file. If you leave duplicates you will get crashes due to duplicate GUID’s
Paragons folder structure is unfortunately a mess, due to the splitting out of characters
How can I show the reference without changing the name, all the file names are the same.
Pick a folder and keep pointing to the same folder until there is 1 file. Unfortunately it does tend to break specific parameter settings inside of the materials in some cases (the files lose to which variable within the collection they point to)
I couldn’t find a way to show it without putting the reference in another folder, it’s very confusing, the names are all the same, which one will you show them to by selecting them all together. I couldn’t quite understand, so I created a different folder called global and put the ones I would show as references here. The problem is that after the twinblast loading rate reaches 98%, it crashes again.
This is the proper structure for the paragon characters where you have 1 global common folder for all of the characters.
Though material layers and material functions need to be rebuilt as they break when merging to one scene. Material functions unfortunately do not resync by name so even though they are in the scene they will break :/. But once the global mf’s are fixed then they will work on all characters.
I don’t quite understand how to fix it
There is a problem with the 5.4 Paragon assets which leads to the error @TalhaUysalArt mentioned in his initial post. The error-crash happens when you try to delete the Maps folder.
Thus, the following steps are required to import a 5.4 Paragon character, and here also the method to create new materials without the massive overhead of the original Paragon materials.
- Delete the Maps folder from the Explorer before you start the Editor
- Move the Paragon character you want to import into a new folder
- Create new GLTF Proxy Materials - Select a original Paragon character material - rightclick and select Create glTF Proxy Material.
- In the glTF material window select the default materials (Untick the Use Thin Translucent Shading).
- After creation move the material to your new Paragon character folder and assign it.
- Notice: The glTF Proxy Material does not work if the Substrate extension is enabled inside the Project Settings.
To get this a 100% working with no crashes you need to move one of the characters global folders out of the character
All common
- material functions
- material layers
- material parameter collections
should be assigned to this global folder. It’s a complex task because if you leave any of the above from another character then sooner or later you will touch a function with a duplicate GUID which will cause an engine crash.
It has nothing to do with substrate. It’s a Global Identifier problem that stems from the fact that epic did not copy the character out of the main project. They coned them along with their GUIDs causing a crash once they are merged back into the same project.
Unless the Global folder is resolved and all GUIDs throught the project are unique you will get errors.
@3dRaven Thank you for also giving input on how to solve Paragon character integration. Though, it should be made clear that we both offer a solution, you based on the original content, me a considerably optimized approach which results in perhaps 50 to 70 percent less file size. I will now stop responding here, and wish you both a great weekend.
The file size is also dramatically reduced in the case of my solution. All global folders are consolidated into 1 reducing duplication of data down to zero.