Substance Plugin 4.9.0.10 Released

Substance Plugin 4.9.0.10 has been released and is available on the Epic Games Marketplace.

Source: https://github.com/Allegorithmic/UnrealEngine

  • Updated to 4.9 General Release
  • Fixed a bug where streaming levels wouldn’t load all of their substances
  • Fixed a crash bug that would occur when loading textures using the new multi-threaded loading structures

NOTE: We have also updated the 4.8 plugin on the marketplace with these fixes

Page not found.

What is the substance plugin? What does it do? c:

Stuff like this :slight_smile:

Yayyyy been waiting, thank you! :smiley:

Hi ,

For some reason the github URL goes to a blank link. It might be a forum bug. Try copying the URL into a new browser tab/window. As for the substance plugin, it allows you to directly use substances within Unreal Engine 4. Substances generate all of the textures needed for a material, but save space and allow you to customize the output of the textures in real time.

For more information and a preview of Substance Designer, check out our website: https://www.allegorithmic.com

The link above works for me. Keep in mind that since the Substance plugin is created in a custom fork of the Unreal Engine, you must be logged into GitHub using an account that is linked to your Unreal Engine account in order to be able to see the repository (this is the same process that you must follow if you want to build the Engine from source code). If you are not logged into GitHub, or your GitHub account is not linked to your Unreal Engine account, then you will not be able to see the repository at the link.

Thanks for the more thorough explanation :slight_smile:

Man you guys are fast. Thanks for the quick update ! :slight_smile:

I get a page not found too. The link seems to be broken.

Are you guys going to update the plugin for 4.9 on your website? Plugins - Substance 3D

Hi quality,

You need to be in the github account linked to your epic account for it to show up:

https://answers.unrealengine.com/questions/66686/when-i-go-on-githubepicgames-i-get-a-message-sayin.html

We are no longer going to provide the plugin on our website and will provide it just through the Marketplace and Github.

So let me get this straight. I downloaded the plugin from the marketplace and installed it yesterday. It says that it installed for 4.9 and 4.8. When I open the editor however (4.9.1) I get a dialog box that says that the plugin is not compatible with my version of the editor. Is this because I’m running the 4.9.1 and not 4.9.0? Or is the plugin that I need only available through the custom fork on github?

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Never mind, I got it to work. For some reason trying to update the project through the launcher from 4.8 to 4.9 was failing. I copied all the content into a clean 4.9 project and the plugin is working just fine.

Substance Plugin 4.9.0.10 Released

So I was playing about with this plugin yesterday and am a little confused about how to correctly instance a substance material. I’ve watched the Allegorithmic youtube vid and googled around but not found a great deal of info on how to do it. When the substance is imported into UE4 we get a substance graph and a substance factory as well as all the source files referenced by the substance (albedo, normal etc.). Now if you right click on the substance factory and select new graph instance it does indeed create a new material instance and substance graph. Problem is it also drags in the source files again incrementing the file name(s). I quickly end up with many duplicates of the source files when I simply want instances with some input parameter tweaks.
Is there an import setting I’m missing here?

If I choose to remove the outputs to clean up the directory, UE4 will complain the next time it is reloaded so I don’t think that’s the path to follow.

That is correct!

If you want to tweak settings on the SD material, then you need another instance. Otherwise, you’d be tweaking the same “textures”.

Hence, tweaks mean new copies of the maps, since they are the generated output of your tweaks within whatever instance you are manipulating.

While it may seem like holy ****, that is a lot of maps! Remember that during packing, the substance’s outputs will potentially shrink a LOT more than the (current) map outputs. The optimization of the graph network is the other 50% magic in substances (the first 50% being the parameter exposure and re-cooking).

HTH

Makes sense, thanks!