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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Quick update! Dev Team might revise the code a bit to make it better. I will provide more information tomorrow. Miranda (RL) (5/14/2019)
Hi Ellessarr,
Sorry for not being able to clearly explain the whole thing, and why we made this decision to support tga by this "workaround". The facts you pointed out are well-noted by Dev Team, and we all agreed that it's better to fix this issue by the other way. This is the current limitation of CC-to-Unreal, and I don't think we can solve it right away. When the new patch releases, please help to test out if the workaround can satisfy your need. Thanks.
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Ellessarr
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Ellessarr
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 81,
Visits: 773
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another good tip about using "tga(targa format) is which it can be also used to when needed reduce the number of textures cuz using tga it allow you to use the alpha(opacity) direct from the main texture. Using photoshop or any other image editor you can go to the collor channels and on that add the "alpha channel( the black and white used in opacity), when it don't have you can add one alpha channel, among the primary channels them save it as tga and when asked save it as 32bit(to store the alpha it need to be 32bit) than in unreal instead of use another texture you can direct to the base color and grab the alpha node(the last one) and use it instead of a extra texture. i'm not too sure if it can be used all the cases but in some cases(specially when the texture detail is fixed) it can be very helpfull, probably in cases where you want to add the details outside the base texture then have the not being on the base must be important and even in that cases you can make the alpha being part of the detail map. here a exemple: ![](https://i.imgur.com/RGic57M.jpg) ![](https://i.imgur.com/Qwri5pz.jpg) ![](https://i.imgur.com/8tHZYDl.jpg) i've created the alpha channel for the body hair, it allow me to use the base color as alpha, because unreal like the case of AO, Rougness and metalical case where you can use the channel colors you also can add a alpha channel then use that alpha from the base color to use it instead of have a alpha texture outside and in case you would need that alpha all you would need is just open the image in a image editor like photoshop and use that channel to create a alpha texture.
Edited
5 Years Ago by
Ellessarr
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Thank you Ellessarr. This is what we enhanced in CC 3.04 & Auto-Setup Plug-in v2.0. From CC 3.04 release note, "New ORM texture option for the Unreal pipeline FBX export. ORM textures are split by Unreal Auto-Setup Plugin into separate channel assignments for AO, Roughness, and Metallic." Back to the error issue in tga format, we found the root cause after your explanation. Much appreciated! There is a bad design on the current Auto-Setup Plugin, which forces to change the default setting of Sampler Type to be Linear Color when creating node. Due to the inconsistency, you will see the error, and have to manually fix it like this:
The upcoming plug-in will make the setting to be what it supposes to be. Thank you!!
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kmitchell.12catblackstudio...
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kmitchell.12catblackstudio...
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 257,
Visits: 1.1K
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When installing the plugin to my project\plugins folder.
1> [15/21] UE4Editor-RLPlugin.lib 1> Creating library G:\FatedWorld_COD\Plugins\CC_Character_Auto_Settings_Unreal_4.22_Beta_2.1\Intermediate\Build\Win64\UE4Editor\Development\RLPlugin\UE4Editor-RLPlugin.lib and object G:\FatedWorld_COD\Plugins\CC_Character_Auto_Settings_Unreal_4.22_Beta_2.1\Intermediate\Build\Win64\UE4Editor\Development\RLPlugin\UE4Editor-RLPlugin.exp 1> [16/21] UE4Editor-RLPlugin.dll 1>LINK : error LNK2001: unresolved external symbol IMPLEMENT_MODULE_RLPlugin 1>G:\FatedWorld_COD\Plugins\CC_Character_Auto_Settings_Unreal_4.22_Beta_2.1\Binaries\Win64\UE4Editor-RLPlugin.dll : fatal error LNK1120: 1 unresolved externals
Edit - Installing into the engine folder works just not a local project.
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Hi Kevin, We observed the same issue after upgrading to Unreal 4.21 or later version, and we are surveying and searching for the solution. We will keep you posted. The workaround at the moment is to remove the plugin when building the system, and install the plugin back after system is built. You mentioned that the installing to the engine folder works, can you double confirm that? As far as we know, it should have the same behavior (error) as project. kmitchell.12catblackstudios (6/20/2019)
When installing the plugin to my project\plugins folder.
1> [15/21] UE4Editor-RLPlugin.lib 1> Creating library G:\FatedWorld_COD\Plugins\CC_Character_Auto_Settings_Unreal_4.22_Beta_2.1\Intermediate\Build\Win64\UE4Editor\Development\RLPlugin\UE4Editor-RLPlugin.lib and object G:\FatedWorld_COD\Plugins\CC_Character_Auto_Settings_Unreal_4.22_Beta_2.1\Intermediate\Build\Win64\UE4Editor\Development\RLPlugin\UE4Editor-RLPlugin.exp 1> [16/21] UE4Editor-RLPlugin.dll 1>LINK : error LNK2001: unresolved external symbol IMPLEMENT_MODULE_RLPlugin 1>G:\FatedWorld_COD\Plugins\CC_Character_Auto_Settings_Unreal_4.22_Beta_2.1\Binaries\Win64\UE4Editor-RLPlugin.dll : fatal error LNK1120: 1 unresolved externals
Edit - Installing into the engine folder works just not a local project.
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kmitchell.12catblackstudio...
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kmitchell.12catblackstudio...
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 257,
Visits: 1.1K
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When I moved the one that error-ed out into the engine folder yes the error was the same when compiling but placing the pure files from the zip into the engine path that works and loaded. If needed I can try a blank c++ project with a cc: export verify it works and zip the files for email a mega link for you devs.
Also, make sure you have the new release/update as I know they fix things in ninja release that cause a headache for us market place plugin creators.
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astron10
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astron10
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 2,
Visits: 145
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![https://forum.reallusion.com/uploads/images/0fcbaf60-970e-4b94-a202-aa01.jpg](https://forum.reallusion.com/uploads/images/0fcbaf60-970e-4b94-a202-aa01.jpg) When imported fbx with Beta2.1, LW/HQ Shader options are grey, I cannot select them.
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Hello astron10, Have you copied the Content folder to the project? >> referenceastron10 (7/18/2019)
![https://forum.reallusion.com/uploads/images/0fcbaf60-970e-4b94-a202-aa01.jpg](https://forum.reallusion.com/uploads/images/0fcbaf60-970e-4b94-a202-aa01.jpg) When imported fbx with Beta2.1, LW/HQ Shader options are grey, I cannot select them.
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frik.gamedev
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frik.gamedev
Posted 5 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 2,
Visits: 41
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Hello! Any idea why does it look like that after CC auto tool imports it in UE4? It looks so with LW and HQ shaders (UE 4.21)
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frik.gamedev
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frik.gamedev
Posted 5 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 2,
Visits: 41
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By the way, if i use "Default" import i take much more better result
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