ProxyLOD::FQuadricMeshSimplifier::OutputMesh may remove duped verts.
The input vertex buffer was resized by numVerts from FQuadricMeshSimplifier before calling OutputMesh.
So these behaviors generate uninitialized vertices at the end of the vertex buffer.
This vertices may be accessed by a process that iterates over the vertex buffer not through the index buffer (e.g., UVAtlus).
Here's a workaround.
in ProxyLOD::SimplifyMesh
// Resize the AOSMesh to hold the result - this empties it first. InOutMesh.Resize(Simplifier.GetNumVerts(), Simplifier.GetNumTris()); // Copy the new mesh back into the AOSMeshedVolume and capture the seam vertexes. Simplifier.OutputMesh(InOutMesh.Vertexes, InOutMesh.Indexes, SeamVertexArray); // ***Workaround*** : Set the number of vertices again after calling OutputMesh InOutMesh.SetVertexAndIndexCount(Simplifier.GetNumVerts(), Simplifier.GetNumTris() * 3);
Couldn't find a way to repro, may depend on input and simplification settings
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Hey, why do i get this when i snap two similar meshes together?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-99466 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools - HLOD |
---|---|
Affects Versions | 4.25 |
Target Fix | 4.26 |
Created | Sep 11, 2020 |
---|---|
Resolved | Sep 15, 2020 |
Updated | Apr 28, 2021 |