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Mounted PAK - Texture problem

I am currently working on downloading and mounting a pak file from internet. Download and mounting seems to work fine. However, when it comes to calling an object from the mounted pak file, textures on the object appear corrrect for a few milliseconds, then a wrong texture from the Engine defaults gets assigned. This happens with all objects on the screne including meshes, blueprint actors, characters, pawns, particles, etc...

Even though "use pak" is set in project settings,

 FCoreDelegates::OnMountPak.IsBound()

is always returning false for me. So I'm using FPakFile for mounting downloaded ones.

When mounted,

  • Meshes are loading ok

  • Particles are loading ok

  • Blueprints are working fine

  • Levels are reachable and loadable

Only textures have this problem. I'm adding some screenshots to show what is going on in app. First ones are from inside editor, what it looks like originally, second ones are from packaged application that loads another texture (something from engine).

I also uploaded a video to youtube (click here) to show that textures are loading correctly and getting replaced after. You can also download the same video from google drive if needed.

Capture from inside editor - what it looks like orignally Packaged version capture - Wrong textures loaded in a few milliseconds over correct ones

Another capture from editor - what it looks like Packaged version capture - Wrong texture again

Product Version: UE 4.12
Tags:
editor-1.jpg (67.5 kB)
packaged-1.jpg (56.7 kB)
editor-2.jpg (102.2 kB)
packaged-2.jpg (115.2 kB)
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asked Jul 11 '16 at 10:10 AM in Packaging & Deployment

avatar image

emrahgunduz
168 13 15 21

avatar image AndrewHurley Jul 11 '16 at 02:08 PM

Hello emrahgunduz,

Can you provide me with a screenshot of your Packaging settings within your Project Settings?

Can you reproduce this in a blank project using minimal assets and providing me with steps?

In order to to report a bug pertaining to your issue, I am going to need to get a repro case on my end so it can be tested on further internally.

Let me know if you have further questions or need additional assistance.

Thank you,

Andrew Hurley

avatar image emrahgunduz Jul 11 '16 at 03:45 PM

hi andrew,

i can provide the ini file for my packaging settings, upload does not allow .ini files, so... settings with txt extension

for the minimum project, i might need some time to provide something like that. as some parts of the project is c++, requires our node backend (an adapter and logic part, two apps in simplest form) to run/download paks and also we have a node app to package the files (that uses automation tool and unrealpak in general, removes not wanted assets from main pak, etc).

if you can provide me an email, i can simply add you to our bitbucket git repos and give detailed information how to run the packager, then app and backend together. this will definitely help you reproduce the error.

if the email part is ok, you can send it to emrah.gunduz /at/ markakod.com or my registered email too.

avatar image AndrewHurley Jul 11 '16 at 07:33 PM

Protocol deems I request you send the blank project via a private message on the Forums. If you can get a link sent to me with a test project then that would be most beneficial.

It sounds like you have a couple of custom processes which could end up making this issue difficult to report. I would say, be sure you have the 'Full Rebuild' option checked to make sure everything is being built and added to your Pak file.

Let me know if you have further questions or need additional assistance.

Cheers,

Andrew Hurley

avatar image emrahgunduz Jul 12 '16 at 07:22 AM

The problem is that, I do not want a single pak file to contain everything :) I'll be creating a temp project for sharing as soon as possible.

avatar image emrahgunduz Jul 12 '16 at 10:39 AM

just sent the test project to you from the forums.

avatar image AndrewHurley Jul 14 '16 at 05:40 PM

So I took a quick look at your project and can definitely verify the irregularities with your textures having artifacts. The process you are using is pretty new to me so I looped in some additional assistance for clarity on what could be occurring.

What they assumed without digging in too deeply, is that this could be a texture streaming issue. Have you modified any of the texture streaming options, and/or do you have specific requirements you need to meet for your texture streaming?

What you can do to manage and observe your streaming textures is to use the 'Stat Streaming' console command, which will bring up a number of statistics you can track. Have a look at our Texture Streaming documentation for further information on how to debug your own textures.

Let me know if you have further questions or need additional assistance.

Cheers,

Andrew Hurley

avatar image emrahgunduz Jul 15 '16 at 07:21 AM

hmm strange... i've not made any changes for texture streaming. i'll look into it and see if it solves the problem. will let you know.

avatar image AndrewHurley Jul 20 '16 at 05:42 PM

Wanted to check in to see if you had any updates to your issue?

We have another user reporting a similar issues with Pak files and DLC, and I would like to investigate these together to see if they are related and their cause.

For visibility's sake:

https://answers.unrealengine.com/questions/452298/4104-dlc-materials-in-a-mess.html

Thanks,

Andrew H

avatar image emrahgunduz Jul 21 '16 at 01:04 PM

hi Andrew...

we were not able to correct the texture problem. i checked texture streaming as you requrested, but there is nothing out of the ordinary. at most %5 of the current 1 gb assigned memory is used while we were testing. over budget is always 0...

if i check the list of textures/streaming textures i do not see anything unusual.

the strange part is that, textures all get loaded correctly. after just a few hundred milliseconds, they change to something else from the pool. like my fog particle starting to use a somewhat roboto font's texture (created on the fly for required text on screen?).

we are currently trying to finish the project and return to this problem later. if you have any other suggestions, i can try them of course.

i am attaching the list of streaming/all textures from console. maybe those numbers might solve the problem, who knows :) texture log

texture.txt (11.4 kB)
avatar image AndrewHurley Aug 18 '16 at 05:37 PM

Hey emrahgunduz,

It has been some time and we were never able to determine the cause of the issue, or even if this is a bug with the engine. We had some others test and got some varying results which is part of the reason as to why a bug could not be entered.

I just wanted to check-in to make sure you weren't still experiencing the issue, or if you managed to resolve the issue?

Let me know if you have further questions or need additional assistance.

Thanks,

Andrew Hurley

avatar image Verilog Aug 19 '16 at 01:27 AM

I have a similar program like this.Please take a looklink text

avatar image emrahgunduz Aug 25 '16 at 11:03 AM

Hi Andrew,

We are still experiencing the problem. This is a deal breaker for us, until this is solved we moved to other projects.

I'm seeing other people also experiencing package mounting issues in here. So, you should really look into this. Wrong textures are being loaded and assigned to meshes/materials.

avatar image burak.io Sep 05 '16 at 08:03 AM

Hi Emrah,

By the way how did you manage to mount a pak file properly? I am having a hard time to load a pak file which is downloaded on http. I am able to see the content of this pak file after mounting, but no chance to load assets, neither with asynchload nor synchload.

If you can share this little piece of the code, me and community would be appreciated.

Burak

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So after some further investigation and some back and forth with another engineer, we have decided to enter your report as a bug. I appreciate your patience and for providing me with the project to test on our end. You can track the issue following the link below on our new Public Issues Tracker.

UE-35518

Once the issue has been addressed by our engineers, the fix will be added to the release notes for fixed issues within an upcoming full engine or hotfix release.

Let me know if you have further questions or need additional assistance.

Cheers,

Andrew Hurley

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answered Sep 02 '16 at 04:51 PM

avatar image emrahgunduz Sep 05 '16 at 08:13 AM

thanks andrew... i'll be keeping track of the report.

avatar image emrahgunduz Oct 05 '16 at 03:08 PM

andrew hi,

we have just upgraded the project to version 4.13.1. It seems like the packaged content is now loading the correct textures.

If I export wit 4.12.5, still the texture loading has problems... do not know what is changed between these two, but seems like the bug was squashed in between :)

just wanted to let you know...

avatar image AndrewHurley Oct 05 '16 at 03:27 PM

That is interesting because it is slated to be fixed for a later engine version, however if it is working for you in the 4.13.1 release that is good news!

I know that your issue had a fair number of nuances to pay attention to when setting it up, and you provided a detailed repro case, so it is hard to tell what actually fixed your issue. As long as you do not continue to experiencing issues, then awesome! If you end up regressing and need more assistance, please don't hesitate to ask.

Cheers,

Andrew Hurley

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