Tried every combination of LOD Selection Type, Nanite enanbled/disabled, the only way it would seem to get the full number of triangles from the source mesh into the merged mesh is to disable Nanite on the static mesh asset itself.
This issue does not occur if you perform a similar operation using Geometry Script.
See project attached at Additional Info URL
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-186439 in the post.
6 |
Component | UE - World Creation - Worldbuilding Tools - Merge Actor |
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Affects Versions | 5.2 |
Target Fix | 5.6 |
Created | May 19, 2023 |
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Updated | Oct 11, 2024 |