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Exporting Surfaces to Unreal Engine (Showing Black texture instead of actual texture)

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  • Official comment
    Ian - Product Support Specialist

    Hello mariigold,

    We've converted your forum post to a support ticket in order to better diagnose specifically what is happening on your machine. Please be on the lookout for an email from our support team shortly.

    Cheers!

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  • Laila Shahzad

    Hi mariigold

    Thanks for posting. You mentioned re-installing Bridge, but have you tried to re-install the Plugin? The fact that no Master Material comes along with the imported asset and correspondingly, no Mat Setup is generated is an indication of a faulty plugin installation.

    The following troubleshooting will need to be carried out in exactly the order mentioned.


    Uninstalling the MS UE Plugin. 



    - Go to your Epic Games directory and within it the Plugins folder as indicated below,
    C:\Program Files\Unreal Engine\UE_4.2x\Engine\Plugins\
    Within the Plugins folder, locate the subfolder titled MegascansPlugin and/or UnrealEnginPython and DELETE them both (if found). 

    (Now the installed Plugin is removed from Unreal Engine 4.2x)

    - Then go to your Megascans Library folder and within it the plugins folder e.g.
    C:\\Users\\Username\\Documents\\Megascans Library\\support\\plugins. Within the plugins folder, locate the subfolder titled Unreal and DELETE it. 

    (Now the Plugin installation files have been removed as well)

    Now, we confirm if the Plugin is properly removed. Open your Unreal Editor and ensure that there is no Megascan Plugin icon present on the Shelf anymore. Close the Unreal Editor, once confirmed. 



    Close the Bridge app and then right-click on its icon. Select "Run As Admin" to initiate the application with administrative privileges. This permits Bridge to access the Temp directory, Documents directory, and supporting system files for carrying out its storage, download, and export processes.  

    - Open the app and head to the Settings window via Edit > Settings. Ensure to plug in the Library Path. Point towards a previously existing Megascans Library Folder e.g. "C:\\Users\\Username\\Documents\\Megascans Library". Once specified, click Next.


    Redownloading & Reinstalling the latest MS UE Plugin.



    Note: 
    At this point, ensure that the UE4 Editor is closed. If it's running in the background, the Bridge app will not be able to install the plugin. 

    On the same Settings window, you will be prompted to specify the Export Target. Select Unreal Engine. Once selected, hit the Download Plugin button. Consequently, the download will begin. The Bridge app will show the progress along the way. Upon a successful download, you'll notice a prompt indicating that the plugin is downloaded. Select Engine Version that is in your useThe discussion ahead is with respect to 4.26 ahead. The same instructions apply to 4.25 as well. Then click on the browse button.

    ​Within the browsing window that opens, head to the Engine folder of your Epic Games directory which is usually, "C:\Program Files\Epic Games\UE_4.2x\Engine".

    Click on the Plugins folder to highlight it and then hit the Select Folder button. Consequently, the correct path will be obtained in the Plugin Location field. Now hit the Install button. 

    Note: 

    No need to specify the Default Project field at this point. It will take a moment to install. Once installed, you'll notice a prompt. Once you have that confirmation, hit Done. Now you will be brought to the main Home window. At first, Sign in. At this point, the latest MS UE Plugin (v7.1) has been successfully installed. 


    Confirmation that the Plugin has Installed. 



    - Go to Edit > Manage Plugins. Consequently, the Manage Plugins window will open. You'll notice a Downloaded prompt for the UE Plugin version 7.1.​ This is an indication that the latest plugin has been downloaded. Then go to the export preferences. Select any of the downloaded assets from the Local tab. Consequently, the right-panel will open. Hit the Settings button and select Export Settings. Within the Export Target tab, ensure to select Unreal Engine as the Export Target

    Select the Engine Version the same for which you installed earlier. Correspondingly, the Plugin Location will be specified automatically this time. Also, a prompt of the Installed plugin will be visible below. ​This is an indication that the latest plugin has been installed. Finally, open your UE_4.26 Editor for which you installed the plugin. Ensure that you're running that very version for which you installed and not any other. Also, run a New Project this time. Once the Editor loads up completely, you will notice that the Plugin icon is visible on the Shelf now. Click on the Megascans button to initiate the Plugin. The plugin window is shown within the red highlight. This is an indication that the plugin has interfaced properly with the Unreal Editor

    - At this point, we have the confirmation of the successful plugin download and install. 
    Now we attempt to export different assets to confirm whether they are received properly and their Mat Setups are generated accurately. 


    Pre-Requisites to Exporting Assets. 



    - Ensure that your UE4 Editor is running in the background alongside the Bridge application. 

    - Go to the Bridge app, select the asset that you wish to export, and go to its Export Settings > Export Target tab. Ensure that you have selected Unreal Engine as the Export Target.
    >> Ensure that you have selected the same Engine version for which you installed the plugin.
    - The next is the Default Project field.
    This could be any location in your system directory. Ideally, it should be set to a new folder within the Content folder of your Unreal Project. 

    I suggest to the users; keep this field blank (as shown in the yellow highlight below). Since your Unreal Editor will be running in parallel along with the Plugin, hence the connection will automatically establish and the plugin will itself ensure to export the asset contents to a separate folder within the Content directory of your running UE project. 
    - Lastly, in UE4 within the Plugin Configuration window, enable the following preference. This is up to your preference. I prefer to keep it checked.  

    This ensures to import only those texture maps which are supported by the Mat Setup for the asset being imported. If not selected, all downloaded maps of the texture will be imported. I generally avoid any redundant data unless I have an intention to utilize it. 


    Exporting Assets. 



    Now we observe the results of Surface and 3D asset exports with and without displacement. 

    The point to note is whether the following requirements are met...
    >> The texture maps should be received as per the selected presets and plugin configuration. 
    >> Corresponding material slots should be generated, enabled, and specified. 
    >> Correct Master Material should be imported alongside the asset. 


    Results of a Surface Export - WITHOUT Displacement. 



    - In UE4, Disable displacement from the Plugin Configuration window. This should trigger the import of MS_DefaultMaterial as the Master Material. 

    - Go to the Bridge app, select the Surface asset that you wish to export and go to its Export Settings > Texture tab and select Unreal Engine as the Preset

    Next, expand the drop-down for the Surface assets and hit the Reset to Default button. You'll find the Displacement texture map-enabled with the default preset. 

    Disable the Displacement texture map. This should ensure not to send in the displacement texture map.

    - Once done, go back to the main right-panel and hit the Export button to export the selected asset.

    - The exported result brings in the same maps as specified in the presets. 

    - The Material Instance holds the Material slots for the received texture maps. They are enabled and specified correctly as well. The Displacement texture map is neither received nor its Material slot is incorporated... just as we had selected our preferences prior to export.  

    - The received Master Material is that for Surfaces without Displacement i.e. MS_DefaultMaterial.


    Results of a Surface Export - WITH Displacement. 



    - In UE4, Enable displacement from the Plugin Configuration window. This should trigger the import of MS_DefaultMaterial_Displacement as the Master Material. 

    - Within Bridge, head to the Export presets of Texture maps for the Surface assets.  
    Hit the Reset to Default button to enable the Displacement map. You may enable it yourself as well. This should ensure to send in the displacement texture map. Once done, then export the asset. The exported result brings in the same maps as specified in the presets. The displacement map is received.

    - The Material Instance holds the Material slots for the received texture maps. They are enabled and specified correctly as well. 
    The Displacement texture map is received and its Material slot is incorporated just as we had selected our preferences prior to export.  
    - The received Master Material is that for Surfaces with Displacement i.e. MS_DefaultMaterial_Displacement.


    Results of a 3D Export - WITHOUT Displacement. 



    - In UE4, Disable displacement from the Plugin Configuration window. This should trigger the import of MS_DefaultMaterial as the Master Material. 
    - Within Bridge, head to the Export presets of Texture maps for the 3D assets.  
    Hit the Reset to Default button and you'll find the Displacement texture map already disabled with the default preset. This ensures to filter out the Displacement map from the exported textures. Once done, then export the asset. 
    - Then head to the Models tab and select the LODs for export. 
    Please note that you may select all the LODs here but only those will export which have been downloaded and consequently available in the asset directory. 
    ​-The exported result brings in the same maps as specified in the presets. No displacement map is there.
    - The Material Instance holds the Material slots for the received texture maps. They are enabled and specified correctly as well. 
    The Displacement texture map is neither received nor its Material slot is incorporated, just as we had selected our preferences prior to export.  

    - The received Master Material is that for 3D Assets without Displacement i.e. MS_DefaultMaterial.

    - The Mesh Editor encompasses all the imported LODs and they have been set up as per their order and consequently applied to the concerned mesh.


    Results of a 3D Export - WITH Displacement. 



    - In UE4, Enable displacement from the Plugin Configuration window. This should trigger the import of MS_DefaultMaterial_Displacement as the Master Material. 

    - Within Bridge, head to the Export presets of Texture maps for the 3D assets.  
    Hit the Reset to Default button and you'll find the Displacement texture map already disabled with the default preset.
    As we already discussed, the displacement has been disabled from the default preset since almost every 3D asset relies on its underlying geometry for its formation.  
    - However, should you deem it imperative to incorporate displacement for a desirable appearance of the 3D asset, you can still utilize the displacement data without any manual effort. 
    Enable the Displacement checkbox within the 3D Assets drop-down. This should ensure to send in the displacement texture map. Once done, then export the asset. 

    - Then head to the Models tab and select the LODs for export just as before.
    - The exported result brings in the same maps as specified in the presets. 
    The displacement map is received.
    - The Material Instance holds the Material slots for the received texture maps. They are enabled and specified correctly as well.
    The Displacement texture map is received and its Material slot is incorporated, just as we had selected our preferences prior to export.  
    - The received Master Material is that for 3D Assets with Displacement i.e. MS_DefaultMaterial_Displacement.
    ​- The Mesh Editor encompasses all the imported LODs and they have been set up as per their order and consequently applied to the concerned mesh.


    This concludes the confirmation of exports. Let us know how the results turn out to be after following the prescribed steps. 

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  • mariigold

    Hello Laila!

    Thank you so much for a quick reply! 

    I have tried importing the assets with the new project and it works but with the project that I have been working on, the problem seems to continue. 

    I haven't really worked much with the project so I can just start on a new project but I'd like to know what the problem is so I can resolve the problem later if the problem persists with the other projects. 

     

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