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Private Collection #13 - Class 18

  • Mar 6
  • 2 min read

I have had a myriad of technical issues but I believe I have solved them for the most part.

  1. Disappearing objects:

    When you place an object in Unreal it is technically a container "actor" that retains the scale and coordinates and then you can assign a static mesh and a material to it. For some reason the static mesh had disappeared from the actor, thus showing nothing. I went through my outliner and cycled through the objects, stopping at any of the actors that had a blank static mesh and replacing it with the proper one. So all should be back now.

  2. Black missing textures:

    Most imported objects were now completely black, and the texture slot was missing for its material entirely. Imports operate on a parent material that is instanced with each import, this is all handled by a native plugin called "Interchange Framework Assets" for each base material (transmissive, sheen, opaque, etc.) For some ungodly reason, the default opaque material, the one material most objects are based on, was missing from the content browser. this happened across all projects on my drive as well. Initially I thought it was a file version issue so I went back a version from my backups, but it persisted. I tried checking the Engine version as well as the plug in itself, uninstalling and reinstalling. But upon switching to a different computer the material was back and all I had to do was assign it to the parent material.

  3. GPU crashing:

    The project file has become too complex for my laptop to handle as well as running slowly on the Monty computers. I knew this had to be remedied so I refreshed myself on Persistent levels and Sublevels. I duplicated the project 4 times, keeping the original master level just in case. In each duplicated file I stripped the project of certain sections. One for the building geometry itself, room 1, room 2, room 3, and the hallways as each level. In the Level manager I can set the building geometry level as the main persistent one and then each room as sub levels inside of it. This way I can work on each room individually and toggle on and off the others when not in use. This has significantly reduced the load, and I am now able to work at home again.

Also I finished the skull bug arrangement


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