Assets_material /...-c1ab874f1c0b/vz_experiments_LevelInstance_3.vz_experiments:PersistentLevel.LevelEntity.LevelEntity.Entity.experiment_6-sm_custom_mesh_0.__verse_0x793F222D_CustomMaterial ❌UNEXPECTED
Material can NOT be casted ❌UNEXPECTED
Overriding the material manually
experiment_6-m_custom_material /...-c1ab874f1c0b/vz_experiments_LevelInstance_3.vz_experiments:PersistentLevel.LevelEntity.LevelEntity.experiment_6-m_custom_material_2147482645
Hi, just wanted to give a quick update on this issue. We have some legacy code that reflects the material for the assigned default material slot. As a result, the default material does not know which subtype it is referencing when pointing at the default material (although it does work for any subsequently assigned materials).
I have a fix, but it fundamentally requires a restructuring of a significantly large part of the way we map UEFN assets to verse. It’s a WIP and we will get it resolved asap, but just wanted to let you know it may be a few months before this is fixed due to the significant size of the codebase we have to reconsider (although this will also help with several other bugs, so it is something we need to do asap). Apologies for the inconvenience.
Thank you for the update, however this is a good and bad news at the same time. The beta release of Scene Graph seems to be around the corner and this issue is very frustrating. I have applied a workaround everywhere I need it, but for a released experience this will likely create hiccups of different sorts. For example in my case I will have to swap / programmatically re-initialize materials on hundreds of mesh components. I’m not sure if this could also affect PSO pre-caching in some sort (not an expert on that bit). However I suspect that I’ll run into some frame drops, temporary or repeating (I already one frame drop on mobile device that I can 100% reproduce when I update the material parameter of a re-initialized material).
Hi, good news, we found an alternative method of addressing this issue for the SceneGraph Beta release, you should be able to now cast in that circumstance. The aformentioned plan to resolve the localised types in the asset digest is still the long term plan, but we’ve added this workaround in the meantime. Please let me know if you have an issues once with the features. Thanks!