mixer to bridge to UE4 displacement not workingAnswered
the title says it all-
I have created this sandy beach material, displacement is checked for export.
The material is exported to my Library, then I use Bridge to export the material to my UE4 project content folder.
I applied the material to a simple landscape, but when I try to edit the material, there are no options or control to adjust the displacement or tessellation.
Hi I might have had a similar issue. if it is the same it is an easy fix. (I am not the support staff)
Alphane you need to manually enable displacement from the megascan plugin, the megascan button in unreal engine, BEFORE importing any assets and then enabling again also in the (new) shader. In my case, it worked and the shader changed from this:
If your shader looks already like the second, it might be another issue.
I have Enable Displacement checked as True in the Megascans button settings in UE. I also have the displacement checked as true in my download/export settings in Bridge. Still, no displacement settings, and my materials look like the first one you posted, without the more elaborate displacement nodes in the green box.
Same problem, I have checked displacment in export option and checked enable displacement in megascans plugin in ue4 before exporting surfaces and still there is no displacement or tesselation option in the material editor, I have checked the forums and there is no good answer or solution.
It's so freakin frustrating I have been trying to solve it for 3 days
I'm having the same issue here. I have applied displacement in my export settings from Quixel bridge, checked 'Enable displacement' in te megascans plugin but none of my materials are importing with displacement applied. The texture exists in the material folder, just not in the surface node tree.
I am having the exact same issue as well. Have tried reinstalling bridge and deleting plugin and everything that goes with it. The only thing that works is under export settings you have to reset the surfaces to default. In default though that leaves you with no roughness. So i am not sure what is going on but i was able to replicate this several times. I even tried doing this setup without roughness and then turning roughness back on. So i guess you could import it twice if you really needed to. At any rate this is very buggy and you should be able to setup the surface export settings with whatever maps you like and not have it affect the ability to create the displacement. This really needs to get fixed!!
That is weird guys.. all of you with the same issue despite checking the box.
Can you try to check if it is not a similar issue as this one?
(at least for some of you, if you don't have the second graph there is no displacement)
Hi callmepro ckugler108 Bishoy
There was a bug in the previous Bridge update which was causing these problems. The parent material that incorporates displacement was not exported to Unreal Engine even when the Enable Displacement checkbox was true. We mitigated this issue in our recent update. Please update to the latest version of Bridge and also make sure you're using the latest plugin version (v7.1). Furthermore, please ensure that the "Enable Displacement" checkbox in Megascans Plugin's UI is ticked and the Displacement Map is checked in the Bridge's Export Settings as well. Once all these elements are true, re-export your asset and you'll be able to incorporate displacement to your material. Also, you can send in the roughness map as well now, that won't cause any problems.
Should you need any further information, please feel free to contact us at email@example.com, and we'll be there to assist you as soon as practicable.
If you're still facing this issue, then please refer to my colleague Ahmad Salman's response on this thread: https://help.quixel.com/hc/en-us/community/posts/360014049737-Displacement-missing-in-the-material-preset
I hope this helps!
Reimia What ended up fixing this for me was to update AND make sure you're checking the 'Import Master Materials' box (By default mine was unselected).
Hope this helps.
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