Announcement
Collapse
No announcement yet.
'GenerateUV's failed, couldn't convert to a D3DXMesh'
Collapse
X
-
darthviper107 repliedIf it does that then you're going to have to do it in a separate 3D program. Blender is free.
-
deohboeh repliedHaving same problem! After 4 years! Are you Kidding me! Please Fix!! :O
Leave a comment:
-
DAOWAce replied^ Not everyone has, uses, or even knows how to use third party programs.
It's an outstanding bug with the software and Epic should fix it.
Leave a comment:
-
daem0nz repliedif you have this problem, just create a light map in the 3d modelling program that you're using. I had this problem a few days ago, creating a light map in 3ds max and then importing it is more efficient than relying on UDK.
Leave a comment:
-
micahpharoh repliedI just tried DX11 again today and it still has plenty of issues.
Leave a comment:
-
DAOWAce repliedThis issue is 2 years old and still exists? Wow..
I'm getting it while trying to create a fractured mesh.
Guess I'm dropping down to DX9.
Leave a comment:
-
darthviper107 repliedI've had the issue---but it's not a big deal. If that happens then I just go back into 3ds Max and do the automatic mapping for the lightmap UV there.
Leave a comment:
-
UDKKutigi77 repliedOriginally posted by AlexEre View PostWhen I switch my renderer from DirectX 9 to DirectX 11 by File -> Switch Renderer I had the same issue. And I can fix this only when swithc back to DirectX 9. Guys, do something with this please.
Leave a comment:
-
b43m repliedSame here. Is Epic trying to adders this issue ? Can we expect fix any time soon ?
Leave a comment:
-
Shindawg repliedJust found this thread after searching, as I am having the same problem.
Leave a comment:
-
AlexEre repliedWhen I switch my renderer from DirectX 9 to DirectX 11 by File -> Switch Renderer I had the same issue. And I can fix this only when swithc back to DirectX 9. Guys, do something with this please.
Leave a comment:
-
chester1997 repliedOriginally posted by Linkinworm View Postwhich engine.ini file is that iv looked throuhg a load and it cant be found from search
but I have AllowD3D11 instead, but still its on false cant get to work can this depend on the static mesh of mine is very large?
Leave a comment:
-
Linkinworm repliedOriginally posted by Chaosrik View PostYeh I managed to fix this by changing AllowD3D10 to False ( i had set it to True previously) in the engine ini file. Seemed to mess a lot of things up that one.
Leave a comment:
Leave a comment: