Textures showing up in UEFN, but not in game.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Summary

I have assets that have textures in the editor, but once published as a private code, other players cannot see the textures. I am still able to see them, but I believe it is only because I have the files on my computer. I also created a material for barriers, but other players cannot see that texture either. Not really sure what the problem is.

Steps to Reproduce

  1. Import mesh
  2. Wrap mesh with texture
  3. Publish map to private version

Expected Result

Anyone who joins the map should be able to see the texture.

Observed Result

I am able to see the textures (project was created on my pc with uefn), bot no other player can even when published.

Platform(s)

PC, UEFN

Hi Seanie, Welcome to the Forums.

What resolution are the textures? (Optimally, they’d be ‘power of two’)

By “cannot see the textures” do you mean they see a gray checkerboard pattern? (As opposed to something like solid black)

Are the other players on PC or Console?

Also as a random thought: Does changing the ‘Used with Nanite’ flag on the Material that’s using the texture fix it?

Thank you for the reply.

The resolution for all of the textures used on the meshes and barriers are all 1024x1024. Yes, other players see the grey checkerboard pattern while I still see the textures. The people I had join the map were on console since I don’t have someone around to join on pc. Where is the setting for “Used with Nanite”? The only thing that is checked on all of the materials is “Nanite Override Material”, but is set to None.

If you click on the material output node. (the thing on the far right that everything plugs into) you’ll see the ‘used with’ flags. (It’s probably not this, but I saw some UEFN popups recently asking me to enable this flag)

While you are there, if you click the gear icon you can filter by ‘Show Only Modified Properties’ to see if there are any funky settings. (Sounds like this may be a material generated by an fbx import)

Also, is there anything ‘complex’ going on in the Material Graph?

I found the Nanite setting for the material I created for my barriers which was unchecked, I will enable it and test it once I have someone to get on the map.

Also, the assets that show up with the checkerboard pattern have material instances on them, but when looking at the material that the instance was created from, it is completely blank. I just realized this so I feel like this is the problem? Or no?

Note: These assets were imported into UE5 and then exported as fbx to bring into UEFN

Hm, having a blank parent-material sounds like a problem, I’m surprised the Material Instances would work though. (I wonder if there is anything complex or nonstandard happening in the Parent Material still)

Another thing to try would be to create a new dead-simple material, insert the textures, and apply this new material directly to your assets.

So I went into UE and looked for the parents of these materials and I realized I never brought them into the current project in UEFN. Which I’m not sure why the instances would work without the parent material.

I brought the parent materials into my project and once imported, I saw the checkerboard pattern. It seems as though I have to manually change the parent of all the instances to what it should be. Without the parent materials, it was defaulting to a “Default_Opaque” parent.

It seems like once I link the correct parent it should work? I can attach a screenshot of the graph for the parent if needed. I’m not sure what would be labeled as nonstandard or complex.

I added the correct parents, but it shows me the checkerboard pattern. The only way I can see the correct texture on the assets is if it its parent is “MI_Default_Opaque”, which is a blank parent and doesn’t even exist in the project.

At this point I’m lost, but I really do appreciate all of your help.

My guess is that the materials were imported with broken or missing references to the textures. (Or there are references to textures that exist as variables inside of the Material Instances)

I’d try just creating a new Material → Open that Material and reference/apply the textures in it. Then open up the mesh in the Static Mesh Viewer, and change the Material to your newly created material. - Dead simple, No material instances involved.

I was actually able to make everything link correctly after migrating the assets from UE to UEFN instead of exporting. The correct parents come up and everything. I really do appreciate all of your help.

The only problem that is occurring now is that there are illegal references in some of the material instances. I changed the ‘illegal’ textures within the materials, but the error keeps coming up that the instances still reference the ‘illegal’ texture. I thought if I changed the material that the instance would update, or do I have to create new instance?

1 Like

Happy to help. Are there texture variables inside of your materials? I could imagine that if a Material Instance has a dynamic/settable/variable texture, and the texture moved/does not exist, than it would complain about missing(illegal?) references.

The options available in the instances should update when you update the parent material.

Sorry I only have a small amount of knowledge around materials and textures, so I’m not sure if I understand. I will explain what is going on though.

In the material there are 2 cubemap textures in ‘ParamCube’ nodes which were referencing /Engine/MapTemplates/Sky/Desert_Outer_HDR. I then replaced these textures with a different sky dome that showed up as an option which was ‘CubeMap_Apollo_Day’. After replacing these textures I am still getting an error that it is referencing the illegal one.

Watching a few tutorials on the Texture → Material → Material instance system would help get you up to speed. (It’s the same in UE as UEFN)

Cubemaps could be adding an extra layer of weirdness.

That /Engine/ folder is specific to UE5, and those assets don’t exist in UEFN.

It looks like we’re able to use those FN cubemap textures. It’s strange to me how the name changes to ‘Cubemap_Apollo_Day’ when I select ‘Cubemap Fortnite Day 01’

I was able to launch a session without any errors.

I’d try importing your own cubemap. (Or exporting/importing a cubemap from UE5) And then see if the error still happens when using the imported cubemap.

I imported a different cubemap and I went to look at the instances and they were manually referencing the ‘illegal’ cubemap. I unchecked all of them and there are no more errors. It let me publish a private code for my map finally.

I will be testing to see if other people can see the textures in game soon. I’m sure they will be visible now since the parent materials correctly migrated to my project. Thank you again for all of your help!

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.