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We have been trying to use the Substance Plugin from the Epic Marketplace and have found a few issues and we are wondering what's the best way to address them or if there is a github for pull requests, etc.
We are trying to keep our project error/warning free at all times.
"Engine/Plugins/Runtime/Substance/Source/SubstanceLink/Private/substance/ue/commands.h"
Includes
#include "SlateBasics.h"
Which is no longer allowed
"Warning: Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs."
2. Debug libraries are expected but missing
Debug libraries are missing and we can not cleanly build "Debug Engine" configuration (which we do frequently)
Warning Library '\Engine\Plugins\Runtime\Substance\Libs\Debug\Win64\substancelink_framework.lib' was not resolvable to a file when used in Module 'SubstanceLink'
Warning Library '\Engine\Plugins\Runtime\Substance\Libs\Debug\Win64\substance_link.lib' was not resolvable to a file when used in Module 'SubstanceLink'
Warning Library '\Engine\Plugins\Runtime\Substance\Libs\Debug\Win64\substance_portal_cli.lib' was not resolvable to a file when used in Module 'SubstanceLink'
Error LNK1181 cannot open input file 'Engine\Plugins\Runtime\Substance\Libs\Debug\Win64\substance_link.lib'
We see the plugin has all the 'Release' lib versions for Win/Mac/Linux bundled but not 'Debug'. Any chance we could get ahold of those libraries or versions of SubstanceLink.Build.cs that do not expect 'Debug' library paths and includes?
3. Plug-in uses Warning log verbosity by default.
Given that our project is error/warning free, We had to locally relax some of the status messages in the plug-in from Warning to Display or Log. For instance:
UE_LOG(LogSubstanceLink, Warning, TEXT("Connection established: %s"), *message);
While this is not a blocker, it still would be nice for customers not having to manually change source in order to maintain a clean and stable project.
4. Is mobile support for Unreal happening? Is there a well defined baking pipeline for platforms that don't support the runtime? Mostly figuring out what our risks are and how commited can we be when adapting Surface to our art pipeline and not potetially adding massive risk to our product.
Thank You!
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Thanks for reporting these issues.
1. Debug libraries are expected but missing
-> We don't support debug libraries
2. Plug-in uses Warning log verbosity by default.
-> We don't support link anymore.
3. Is mobile support for Unreal happening?
-> We do support mobile platform for static textures but we don't support runtime.
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