Description

Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material this only occurs depending on the specific order

Steps to Reproduce

REPRO STEPS:

  1. Open up a blank level in the editor
  2. Import the two attached static meshes into the Content Browser (drag into Content Browser and select Import All)
  3. Drag an instance of each static mesh into the level
  4. Right-click in the Content Browser and select Material
  5. Name the material and double-click it to open
  6. Drag off the Base Color node and search for TextureCoordinate and select it
  7. Save the material and exit it
  8. Drag the material onto both meshes in the level
  9. In the Toolbar, click on Settings>World Settings.
  10. In the World Settings panel, click the checkbox for Enable Hierarchical LODSystem.
  11. In the Menu Bar, select Window > Hierarchical LOD Outliner.
  12. In the HLOD Outliner, click on the plus ("+") sign next to Hierarchical LODSetup.
  13. Highlight the two static meshes in the World Outliner
  14. Click Generate Clusters in the Hierarchical LOD Outliner
  15. Check the order of the two meshes under the LODActor - if uvimport_broken is first, right-click it and select Remove from Cluster, and then drag it back onto the LODActor from the World Outliner
  16. Click Generate Proxy Meshes
  17. Observe that uvimport_working has a red, green and yellow texture
  18. Now right-click uvimport_working and select Remove from Cluster, and then drag it back onto the LODActor from the World Outliner so it is below uvimport_broken
  19. Click Generate Proxy Meshes
  20. Force the viewing level to 0

RESULT:
The uvimport_working mesh no longer has the texture visible.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-35221 in the post.

0
Login to Vote

Fixed
Fix Commit3143518
Main Commit3153517
CreatedAug 26, 2016
ResolvedSep 28, 2016
UpdatedApr 27, 2018