I’m working on custom maps for the game Rocket League.
I’m using UDK from february 2013 because Rocket League uses it.
I created all the meshes and I can apply materials and use textures but only those from the Engine folder from UDK (C:\UDK\UDK-2013-02\Engine). I’m trying to apply custom materials that can be displayed in-game.
I created a custom UPK file with a texture and a material. It works fine when I apply it in UDK, it displays but when I launch Rocket League, it only displays the default material (blue and white tiles)
I looked in the log files to see where the problem comes from, and I found this :
" [0037.28] Log: Missing cached shader map for material testy_D_Mat, quality 0, compiling.
[0037.28] Log: Can’t compile testy_D_Mat with seekfree loading path on console, will attempt to use default material instead
[0037.28] Warning: Warning, Failed to compile Material EngineDebugMaterials.Textures.testy_D_Mat for platform PC-D3D-SM3, Default Material will be used in game." So the game can’t use the material as it is not compiled (as I understood it anyways)
Now how can I make it work? I discovered UDK a few days ago only so I don’t have much experience with it.