Hello,
at first thanks for giving USD a little more love inside Unreal Engine. After watching the Prague demonstration I tried to give it another run. Sadly I ran into several problems.
When importing an USD (in this case from Blender) materials are always imported and existing materials are not taken into consideration - Materials have the same name and are already existing.
I know that USD is experimental at this moment but this is confusing and/or a bug?
How is it possible to get the same behaviour back that the path to Materials is properly respected?
Edit: Now 5.6 (main) compiled successfully and I started from scratch to see if the same behaviour is existing in 5.6. It’s different but “worse”.
These is a folder that should be checked for existing materials.
Hey, thanks for your reply. Here you can download some example files with the same/similar setup:
I was experimenting a lot. The legacy FBX Import works but I switching USD to Interchange Import it was no longer working.
It felt as if the Material Section in the Interchange Pipeline Import is completely ignored and New Materials are created on every import. Yes it is experimental but maybe I just completely misunderstand the import process.
Expectation: Similar to the old process unreal checks Materials FIRST before creating a new MaterialInstance ad IF it creates a MaterialInstance it respects my Mastermaterial.
Materials that are already existing are never overwritten or altered.