Calling an object from the mounted pak file, textures on objects appear wrong, and the texture from the Engine defaults gets assigned. This happens with all objects on the screen including meshes, blueprint actors, characters, pawns, particles, etc...
Another user experiencing a similar issue believe this had to do with texture streaming. I attempted to modify the texture streaming console variables for the project to see if it had an effect, but no changes made a difference to the outcome.
1. Download the project from the link provided in the comments.
2. Open the project and Package for Windows 64 bit.
3. Run the Packaged executable.
Outcome The pine tree assets load with artifacts on the branches
Expected The pine trees load and render correctly from the third party location.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
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Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Foundation - Core - Cooker |
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Affects Versions | 4.12.5 |
Target Fix | 4.15 |
Created | Sep 2, 2016 |
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Resolved | Nov 17, 2016 |
Updated | Apr 27, 2018 |