So i have a mesh that is just a window that has multiple material slots on it and after editing a material slot name all the materials have turned gray when in a session. I’ve already validated my assets, I’ve complied verse multiple times and everything is still gray. This also happened when I moved a static mesh to a different folder, that mesh as well is gray know.
Side Note - my attenuation from a looping sound component doesn’t work at all for some reason(the sound just doesn’t play)
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Make an entity with a mesh component, place that entity down and then inside of the static mesh, change one of the material slot names
Expected Result
Make an entity with a mesh component, place that entity down and then inside of the static mesh, change one of the material slot names and it will show the normal material in session
Not all of them, some are 1000 x 1000 and some are just fortnite materials but the same textures show up fine around the map except on one that had there material slots changed
I thought this might be a scene-graph bug, so I took a shot at trying to reproduce this.
Add an entity with the ‘Add actors’ dropdown
Add a Mesh Component and assign a static mesh with 2 material slots. Simple mesh with 2 material channels attached. SM_TwoMatChannels.FBX (18.5 KB)
(Side note: I needed to restart my editor before seeing my newly-created 2 material mesh in list of meshes)
Open your static mesh and change a material slots name - Note that the material slot name does not change in the scene-graph component. Even if you create another new entity and assign the mesh, the old material slot names remain. - BUT after restarting the editor again the material slot name in the component is updated.
I launched a game session and all materials displayed as expected
I changed the material slot name again and did not restart the editor, the materials still displayed as expected. I also noticed that the material slot names updated right after pushing changes.
Are you setting your materials at the mesh level? (Not just at the scene graph component level)
Are you able to reproduce this with basic materials? (If not then we’d need to determine if there is a problem with your textures or with the FN assets)
It’s best practice to use power-of-two texture sizes, so anything arising from using those 1000 x 1000 pixel textures might be considered a non-issue.
Sorry for the late reply, i don’t know what happened but after this most recent update the meshes are now working normally and look correct Thank you for the help.