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If User A creates a FaceFX asset in UE4, and User B attempts to update it by right-clicking on the asset (or right-clicking on the animation) and selecting "Reimport FaceFX Studio Assets", User B can get a message "FaceFX Compilation Folder does not exist" if User B is using a different drive than User A.
The workaround is for User B to right-click on the FaceFX asset (or animation) and select "Set new FaceFX Studio Assets", then browse to the asset on their computer and (if an animation was selected) select the appropriate animation from a dropdown.
Is it possible to store a relative path to the FaceFX compilation folder? User B could then update an animation that User A created, even if User B had his game installed to D:\ and User A had all files on E:.
UE4 works like this: When the UE4 project is on the same drive as an asset being imported, a relative path is stored to the source file for that asset. The relative path is relative to the .uasset file, and it always backs up to the root of the drive before navigating to the file.
The text was updated successfully, but these errors were encountered:
If User A creates a FaceFX asset in UE4, and User B attempts to update it by right-clicking on the asset (or right-clicking on the animation) and selecting "Reimport FaceFX Studio Assets", User B can get a message "FaceFX Compilation Folder does not exist" if User B is using a different drive than User A.
The workaround is for User B to right-click on the FaceFX asset (or animation) and select "Set new FaceFX Studio Assets", then browse to the asset on their computer and (if an animation was selected) select the appropriate animation from a dropdown.
Is it possible to store a relative path to the FaceFX compilation folder? User B could then update an animation that User A created, even if User B had his game installed to D:\ and User A had all files on E:.
UE4 works like this: When the UE4 project is on the same drive as an asset being imported, a relative path is stored to the source file for that asset. The relative path is relative to the .uasset file, and it always backs up to the root of the drive before navigating to the file.
The text was updated successfully, but these errors were encountered: