Datasmith runtime material Bug

I created a very simple material in 3dmax with just a bitmap. But importing materials at runtime becomes weird, but importing works fine in edit state.

Here is the 3dmax file I used and the exported .udatasmith file. Please let me know if you have any questions, thanks!
Data.rar (296.5 KB)

I had the same problem,Hopefully it will be resolved!

The following is from machine translation, Sorry!

I think the problem is caused by changing the material when runtime import, because the material is different from the editor imported. But I don’t know how to solve this problem.

Here are the runtime import material

Here are the editor import material

At runtime we do not have the full functionality of editor for creating materials. So many times it is an approximation of what the material should be. We are going to work on it but there is no planned roadmap.

A solution, that goes a bit against runtime import, is to have a library of materials in editor that are shipped with your application and you replace your materials on your runtime models from materials from that library.

*The following is from machine translation, Sorry!*

Hello @UE_FlavienP , thank you for your recommendation. We’re trying to do that.

However, I still have a question. View the C++ source code, I found that runtime import material is generated in a fixed format.

So, why not parse the runtime models material structure and dynamically generate the corresponding material?

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