Why this is not importing [PSD File]

Please explain to me why this
http://rghost.net/8f7G7YQ9s
is not importing with this message.

Failed to import ‘F:/RaginBear/raginbearprops_01_unreal/RB_PROPS_UE4/Import/textures/trashbin_01_D.psd’. Failed to create asset ‘/Game/raginbear/textures/trashbin_01_D’

If anyone solves this mistery he gets internet points.
I dunno why these idiotic problems occur out of thin air, it was JUST WORKING NOW ITS NOT , FOR NO REASON.
GG

whatever i created new file and copied everything there, now it works, just how it fails on flat ground?!

This happens again, FOR NO REASON IT STOPS IMPORTING, FOR NO, NO N O reason. NO reason. at all.

Hey Samb, disable “Maximize compatibility” when you’re saving your psd for UE4. Sounds counterintuitive, but works for me flawlessly

Heya! Doing this allows me to import the .psd, but the alpha doesn’t work. White background. I added a 5th channel in PS (alpha).

The channel is there in a TextureParam2D for sure. But as a TextureObject node, there is no alpha, just white.

Can’t figure this out!

Isn’t there documentation on what settings are required for a .psd file?

(can add that other formats saved from photoshop have other big artifacts / color bugs when imported)

OS X Yosemite
UE4 4.10.2
Photoshop CC 2015

check if the file colorspace is RGB and its 8 bit

So I can save a .tga in gimp and it works (alpha) with TextureObject. A working theory is that gimp somehow saves tga with DXT5 format.

Although the .psd and .png from photoshop also are DXT5 in UE4. However they start off as R8G8B8A8, and somehow, they at some point (?) turn into DXT5 in UE4.

RLE compression on tga or not has no effect.

@samb, yes it is :). I’ve experimented with the color profiles in PS, but I think they’re only for the workspace and/or printing.

Figure A.

The righmost one is test.tga with DXT5 from gimp
The leftmost one is test.psd from photoshop (seemingly also DXT5 in UE4 texture viewer)

Both with an alpha channel

Figure B.

The left one is photoshop, as it should look
The right one is imported in UE4, alpha channel is there. Although the foreground has turned all white.

The alpha channel is also not picked up in a TextureObject node, as seen in to the left in Figure A.

(About the DXT5, it might be that UE4 is formatting it, at import or a short while after, it seems)

I was encountering this today as well and cross-comparing some working assets with some new ones that were failing to import, and one change I did that seemed to take care of it was to ensure that there is a Background layer in the Photoshop file. Some of my assets had a black-filled layer at the bottom of the stack, but it wasn’t specifically a “Background.” After I set it to that, it worked perfectly.

Thanks, This solved the issue

I spent a good 20 minutes trying to figure this out. Turns out I was working on Grayscale 16-bits, changing it to RGB 8-bits allowed me to import right away.