Repository navigation
Troubleshooting and FAQ
Answers to the problems people actually hit — installer warnings, missing textures, crashes in game, and where to find logs when something needs reporting. Search this page before opening an issue.
The .msi is not code-signed yet, so SmartScreen may show "Windows protected your PC" on first run. More info ▸ Run anyway is the expected path until the signing application is through. The installer needs no administrator rights: it installs for the current user only.
Edit ▸ Preferences… ▸ General ▸ Updates chooses between asking, installing automatically and manual (download page only). A zip install updates by replacing its own folder; if that folder is somewhere the user cannot write, ReyEngine asks for elevation once. An MSI install updates through the new installer. Either way your projects and settings are not touched; the update's own log is under %LocalAppData%\ReyEngine\updates\.
That is the new-feature marker: after an update, the entries whose capability changed carry a subtle glow. Help ▸ What's New… lists them; its Got it marks the release as seen and puts every glow out. Nothing is wrong. (In v0.5.0 and earlier the glow goes out the next time the editor starts rather than at once; v0.5.1 puts it out immediately.)
The hash database is missing or stale. Tools ▸ Hashes & Names ▸ Sync Hashes (CommunityDragon) (or Sync Hash Tables (Mimir)), then reopen the project. Files that stay hash-named after that are custom files no public database knows — ReyEngine already recovers what it can from the mod's own bins.
Usually the game folder is not set (Project ▸ Set Game Folder…, or the setup wizard's first step). A project ships only its changed files; everything else resolves from the installed game. If a specific slot stays unresolved with the game folder set, the path is genuinely wrong — fix it in the material editor, or run Tools ▸ Materials… ▸ Repair where the fix is mechanical.
Run Tools ▸ Shaders ▸ Scan Riot Shaders once. The D3D11 renderer draws with Riot's compiled shaders and needs the cache scanned first. If View ▸ Play shader + particle animation, Bloom, Sun shadows or Game depth rules are greyed out, the viewport is on OpenGL — those four need the D3D11 renderer. Direct3D 11 is the default since v0.5.0: untick View ▸ Use OpenGL renderer (compatibility). If it is not ticked and the viewport still draws with OpenGL, Direct3D 11 did not start on this machine and the editor fell back to OpenGL for that session.
On most maps that is correct: Lit adds rim, matcap, emissive and specular, each gated per material, and only a small fraction of shipped map materials enable any of them. Load a map with ocean-blend surfaces to see the difference. Direct3D 11 has no Basic mode: it always draws Riot's own shaders.
That content ships for single game events, and a normal game has none switched on, so the viewport hides it too. Tick the event under Events in the outliner's VISIBILITY LAYERS; the banners then show whether Props is on or not.
Pick a Board stage under VISIBILITY LAYERS: it shows the board as its own stage data leaves it at that point of the match, props included. Start is the map as it loads.
Map pictures are drawn in the background, one at a time and only for tiles on screen, so a long list fills in as you look at it. They need the Direct3D 11 renderer; on OpenGL only pictures drawn earlier appear. Right-click a tile ▸ Refresh Thumbnail redraws one.
Check, in order:
- Tools ▸ Mod Health ▸ Check Cubemap Probes — a 2D texture bound where the engine expects a cubemap is the classic map-mod crash.
- Tools ▸ Mod Health ▸ Validate Project Bins — broken object links and missing assets.
- Shader macros you added by hand — macros select precompiled shader permutations, and combinations the game never shipped can crash it. The material editor warns about this.
- A texture that is not a multiple of 4 pixels: block-compressed textures must sit on the 4×4 block grid, and one 1×1 file can keep a whole map from loading.
Texture paths in bins are 64-bit chunk links since patch 16.17. A hand edit that retyped them as plain text loads, and the client silently shows nothing. Open the bin under Tools ▸ Edit Bin as Text (ritobin)…: it warns when a save would change a property's type.
It carried no second UV set (Texcoord7), so the client skipped the draw of a lightmapped material. Add Mesh writes the channel for imported pieces; for an older import, Tools ▸ Second UV (Texcoord7)… can add it to the selected mesh.
Tools ▸ Mod Health ▸ Patch Update Wizard… rebases your edits onto the current patch automatically, with backups and a report — or enable automatic rebasing in Project ▸ Project Settings… and it happens when the project opens.
A character placement (the older form Add prop to map and the Character Creator used to write) is spawned by the game's server, and a mod cannot reach the server — so it never appeared, even though the map listed it and its files were all there. Tick Client-side prop when placing (on by default now) so the game client spawns it itself, the way it draws Riot's own decorations. A prop placed before this existed can be converted in place from its inspector: Convert to client-side prop. See Character Editor.
A map skin can force the turret, minion and nexus skins, and not every skin does. The Map Skin Switcher names them per slot and can carry them with the swap (off by default). If the target skin forces none, there is nothing to carry.
Tools ▸ Mod Health ▸ Overlay Footprint shows what causes the fan-out; Asset Usage Report and Cleanup Project… find dead files and files identical to the Riot originals; Tools ▸ Materials… ▸ Remove unused drops materials no mesh draws. Cleanup never deletes — it moves files to a project-local backup with one-click undo.
Tools ▸ Install Blender add-on… copies the add-on into the Blender versions it finds and enables it when that version's blender.exe is under Program Files. For a Blender installed elsewhere, the file is copied but you tick ReyEngine Bridge under Blender's Edit ▸ Preferences ▸ Add-ons yourself.
Numbers use the invariant format: . as the decimal separator (0.5, not 0,5), even on a German-locale system.
A few of Riot's own banks are internally corrupt in a way that survives playing but not rewriting. ReyEngine refuses to write those rather than produce a broken file.
No. The installed game is read-only reference material. All changes live in the project folder and only reach the game through a mod loader (cslol-manager, LTK Manager or similar) loading your exported package.
Inside the project: .reyengine/cleanup/ (cleanup runs and material cleanups, with manifests), .reyengine/reports/ (diagnostics), plus the Patch Update Wizard's own backups. Deleting .reyengine/ loses those but never your actual mod files.
%AppData%\ReyEngine\session.log (next to settings.json) is written as the editor runs and survives a crash; the in-app Console (View ▸ Console) shows the same lines live. Update logs are under %LocalAppData%\ReyEngine\updates\.
Open an issue on the GitHub repository with the app version (title bar), what you did, and — for crashes — the map or file it happened on and the session.log.
ReyEngine by TheKillerey — Repository · Releases · Report an issue. This wiki describes v0.5.1.
New here
First mods
Basics
Editors
Advanced
Showcase
Help