Trophies and Medals Ter160 4 Posted October 7, 2020 Share Posted October 7, 2020 (edited) 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? Edited October 7, 2020 by Ter160 Link to comment https://simtogether.com/forums/topic/466-problems-when-exporting-newly-modeled-light-signals-with-the-blueprint-editor-2/ Share on other sites More sharing options...
0 Trophies and Medals Sjef61 2,296 Posted October 7, 2020 Share Posted October 7, 2020 (edited) 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 October 7, 2020 by Sjef61 Link to comment https://simtogether.com/forums/topic/466-problems-when-exporting-newly-modeled-light-signals-with-the-blueprint-editor-2/#findComment-2503 Share on other sites More sharing options...
0 Trophies and Medals Ter160 4 Posted October 7, 2020 Author Share Posted October 7, 2020 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 Link to comment https://simtogether.com/forums/topic/466-problems-when-exporting-newly-modeled-light-signals-with-the-blueprint-editor-2/#findComment-2505 Share on other sites More sharing options...
0 Trophies and Medals Sjef61 2,296 Posted October 7, 2020 Share Posted October 7, 2020 Whats the name of the DDS file then? Link to comment https://simtogether.com/forums/topic/466-problems-when-exporting-newly-modeled-light-signals-with-the-blueprint-editor-2/#findComment-2508 Share on other sites More sharing options...
0 Trophies and Medals Ter160 4 Posted October 7, 2020 Author Share Posted October 7, 2020 It's Pilar.dds, that texture doesn't exist Link to comment https://simtogether.com/forums/topic/466-problems-when-exporting-newly-modeled-light-signals-with-the-blueprint-editor-2/#findComment-2509 Share on other sites More sharing options...
0 Trophies and Medals Sjef61 2,296 Posted October 7, 2020 Share Posted October 7, 2020 Then make a dummy pilar.DDS with color red. Then you can see which part of your object uses that texturev by mistake Link to comment https://simtogether.com/forums/topic/466-problems-when-exporting-newly-modeled-light-signals-with-the-blueprint-editor-2/#findComment-2512 Share on other sites More sharing options...
Question
Ter160 4
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?
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https://simtogether.com/forums/topic/466-problems-when-exporting-newly-modeled-light-signals-with-the-blueprint-editor-2/Share on other sites
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