Emissive textures seem to be set correctly in the case of building HLOD in the world partition. However, licensees who do not use World partition seem to build HLOD with HLOD Outliner.

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Steps to Reproduce
  1. Create an HLOD setup Asset to set the Approximate and Emissive map
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  2. Place two Static Meshes and set a Material with a BaseColor and Emissive on them.
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  3. Place a Hierarchical LOD Volume around them, open the HLOD Outliner and set the HLOD Setup Asset you just created.
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  4. Generate a Proxy Mesh with this setting will create an Emissive map texture, but it will not be set to the material
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Fix Commit31587437
Main Commit31599707
Release Commit31587491
CreatedJun 14, 2023
ResolvedFeb 16, 2024
UpdatedMar 26, 2024