Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Use relative path to avoid "FaceFX Compilation Folder does not exist" #122

Open
dpakatheman opened this issue Feb 12, 2018 · 0 comments
Open
Assignees

Comments

@dpakatheman
Copy link
Contributor

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.

@dpakatheman dpakatheman self-assigned this Feb 12, 2018
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

1 participant