[Closed] Custom UMaterialExpression Node - works but fails Packaging
I managed to write an extended UMaterialExpression that actually worked as a custom node in the editor and all it did was take a Texture2D and check the pixels one by one for highest/lowest values on RGB and then throw that value out by abusing compiler's Compiler->Add (just for testing purposes so I didn't have to edit the engine itself) by adding the value i got + 0 together so that I would get the calculated value as output.
And it worked GREAT in the editor, however when we tried to package the project it failed.
The issue is here. For some reason DURING packaging it fails because it can't access the mips (the base texture does have a setting of no mipmaps (which was the only way to get this to work in the first place in the editor.)
Any ideas how i could read the pixels from a texture in a different manner rather than from mips?
as a side note I also tried implementing it directly into the engine (so placed exactly the same way as all the other ones are with the same result.
asked Oct 05 '18 at 08:55 AM in C++ Programming
The question has been closed Nov 13 '18 at 03:10 PM by Mercus for the following reason:
Problem is not reproducible or outdated
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