Running LookdevXMaya with a custom OpenUSD/MayaUSD build
- Dominant language
- Wolfram Language
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Description
**Describe the bug**
When building to match (more or less) Maya's 2026 OpenUSD stack, it seems as though `MaterialX*MayaUSD.dll` versions are slightly different from vanilla MaterialX releases, enough to make `LookdevXMaya.mll` not run and `DependenciesGui.exe` shows `mayaUsdAPI.dll` that has built is expecting some symbols out of it that I assume a vanilla MaterialX wouldn't have...
**Steps to reproduce**
Steps to reproduce the behavior:
1. Build OpenUSD (in this case v24.11 or v25.02)
2. Build MayaUSD
4. Copy the `MaterialX*MayaUSD.dll` from official builds and path them so LookdevXMaya can use this.
5. Run Maya 2026 with this custom build pathed to the .mods
6. Try to load `LookdevXMaya.mll`
**Expected behavior**
LookdevXMaya loads and is compatible with custom OpenUSD builds.
**Attachments**
**Specs (if applicable):**
- OS & version - Windows 10
- Compiler & version - Visual Studio 17 2022 v143
- Maya version - Maya 2026
- Maya USD commit - release/v0.31.0
- Pixar USD commit - release (v24.11)
- MaterialX 1.38.10 (vanilla release)
**Additional context**
I did notice `devkit.zip` in official MayaUSD releases does have this custom MaterialX and can be linked to. If I link to this MaterialX with MayaUSD somehow, is that easy to set via CMake somehow? And perhaps I can leave alone the vanilla MaterialX+OpenUSD intact, but just link MayaUSD to this custom MaterialX as a workaround?
Thank you
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