Texture sizes incorrect and always output 1k resolution textures when creating HLOD proxy meshes and using the per property manual override for texture sizes.
I have attached a screenshot which exhibits the issue. I manually entered 512x512 for the diffuse texture size when merging materials, but it still creates a 1024x1024 resolution texture map. This also pertains to any other manual texture size entered.
1. Create new blank project with Starter Content.
2. Place a number of cubes in the scene each with their own unique material.
3. Enable HLOD system via World Settings tab.
4. Roll out the Mesh generation settings menu.
5. Set the Material Settings to Use per property manually overridden texture sizes.
6. Set the Diffuse, Normal, Metallic, Roughness, and Emissive Texture sizes to various power of two resolutions.
7. With the cubes selected in your scene, choose the Generate Clusters and then Generate Proxy Meshes options within the HLOD Outliner.
8. Right-click the LOD actor created and Build Proxy Meshes.
9. Save All in the Content Browser and navigate to the newly created HLOD folder.
10. Observe the Texture atlas resolutions for each manually selected material input.
Outcome All of the Texture Sizes for the texture maps created i.e. Diffuse, Normal, Metallic are all 1024x1024 ignoring the sizes entered for the manual texture entry.
Expected Each texture map/atlas should be created using the resolution specified by the manual texture entry in the HLOD outliner.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-44626 in the post.
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Component | UE - World Creation - Worldbuilding Tools - HLOD |
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Affects Versions | 4.14.3, 4.15.2, 4.16 |
Target Fix | 4.17 |
Fix Commit | 3488921 |
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Main Commit | 3502661 |
Created | May 3, 2017 |
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Resolved | Jun 14, 2017 |
Updated | Jul 17, 2017 |