The UVs in HLOD's StaticMesh appear to be broken when there are sections with zero triangles in the fallback mesh. This is most likely the case for sections containing only small parts.
Workaround:
void FMeshMergeHelpers::ExtractSections(const UStaticMeshComponent* Component, int32 LODIndex, TArray<FSectionInfo>& OutSections)
{
// ...
for (const FStaticMeshSection& MeshSection : StaticMesh->GetRenderData()->LODResources[LODIndex].Sections) { // Skip empty sections if (MeshSection.NumTriangles == 0) { // continue; // remove this continue }
Result:
UVs of StaticMesh are incorrectly set (attached NG_HLOD0, NG_HLOD1)
Expected:
UVs of StaticMesh are set correctly (attached OK_HLOD0, OK_HLOD1)
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
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How can i modify the param name in EQS node
How does UMG set overlapping layouts?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-223956 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools - HLOD |
---|---|
Affects Versions | 5.4, 5.4.4 |
Target Fix | 5.5 |
Created | Sep 11, 2024 |
---|---|
Resolved | Oct 7, 2024 |
Updated | Oct 8, 2024 |