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Problems when exporting newly modeled light signals with the Blueprint Editor 2


Question

I would like to know why the blueprint editor 2 looks for a path with a texture that does not exist in .ace format, is there a solution?

Problems Export with Blueprint Editor Search Ace format Texture it isn,t exit.PNG

 
Edited by Ter160

5 answers to this question

Recommended Posts

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As you already knew, if the blueprinty editor does not find a correct DDS file, it automatically searches for an ACE file

avoid strange characters as &^%$ etc.

Edited by Sjef61
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Is there any solution? The dds configuration for the textures is correct and they are all inserted and mapped, and they have the TextDiff shader assigned, I don't know what I can

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Then make a dummy pilar.DDS  with color red.
Then you can see which part of your object uses that texturev by mistake

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