At 18:50 BST today I added Cinder block to my project
I opened the MI and it looks like this:
I then took a look at the base color and it looks like this:
Zoomed in:
I have never seen this happen before and I’ve been using megascans for approx two years.
My engine version is 5.5.
Hello @MooseGiblets , thanks for sharing this.
I have looked into the issue and tried to reproduce it at my end, however the results were successful and the maps seem fine as well. I have tested in UE 5.4 and UE 5.5 both.
Can you please try the following:
-Launch a new blank project in UE
-Open the asset in Fab UE plugin
-Click on “Add to Project”
Try importing this asset and other assets as well. Also, I’d like to know if you face this issue in other projects/assets as well.
I uninstalled fab and reinstalled it and then verified the engine, Tried again to re-add the Cinder Block and the result was still blurred then spotted the file size of 3kb. I then opened the output log and saw a bunch of errors:
I don’t know if they are related to the megascan.
All other megascans I’m using:
The only one that has ever broken is the cinder block
I found the actual textures that fab stores in the temp folder and tried to reimport them as new files to the fab folder, this didn’t work either.
So I created a seperate textures folder and this is the result: I checked them and they are 2048x2048 So I guess I can do this as a workaround if It happens again.
One last thing of note on a previous restart of the engine today I had an RHILOG error something about scratchbuffer is 32kb and I could increase it or something.
I have found 4 more broken texture samples these are part of my landscape master which I have not used for months the only sample that still works is the soil that is always on the ground.
Also got more png read errors:
The four broken textures were fine when I downloaded them at the back end of last year no idea when these broke or how.
I did update my engine from 5.3.2 to 5.5.4 back in February could updating the engine break these textures?
New warning from ouput log (no idea what it means)
LogTexture: Warning: GetMipData failed for /Game/Fab/Megascans/Surfaces/Uncut_Grass_pjwid0/Medium/T_pjwid0_2K_B.T_pjwid0_2K_B (DXT1)
Just incase I broke something unknowingly this is what my master looks like. (All of my masters are the same for each new megascan I add to my project)
Did you modify the Master Material at any time? Also, I’d suggest you to try to download a higher resolution of these surfaces available on Fab.
-Create a new project
-Download a higher resolution of a surface
-And add it to your project
Let me know how it goes at your end.
Streaming pool default was 400mb
It was using 279mb and randomly blurring some textures.
I increased it to 1000mb to see if it would return the textures to full resolution - It didn’t.
After been unable to use the engine for the last few days due to the unseasonable heat. I started the engine this morning and the change to the streaming pool has defaulted back to 400mb.
Is there a way to set the streaming pool in the defaultengine.ini if I ever need to increase it permentntly?
After another round of troubleshooting I found a video made by an epic staff member (Managing the texture streaming pool by Sam.Anderson) and followed the information given.
To set the maximum texture sizes for (Base to 2048), (Normal to 1024) and (Roughness to 512) This has fixed every material that was blurring back to what the should look like they also now fit the screen when double clicking to open the texture sample. (Pictured)
The landscape textures are also now fixed:
As for you’re suggestion of starting a new project, I only have one active project that I’ve been working on for almost a year and have no disire to start again from scratch.
I will only ever alter my master If I learn something new. I do have a seperate master that adds metal to the current one. Beyond that I would need to learn more first.
As for downloading higher resolution, Since the 2k samples were breaking while my streaming pool appears default locked every restart to 400mb and 5 materials broke adding more resolution would have broke more in theory. If I’d not found the video that shows how to optimise the texture from the sample maps themselves.