Licensee reports that merging two static meshes results in any sockets disappearing in the resultant merged mesh. "essentially I want to "hard code" the materials and sockets to the static meshes s ...
Running the MergeActors proxy tool on an actor that has an HISMC and both its scale and rotation changed will output a proxy incorrectly. ...
When an LOD get materials reduced to one with Bake Materials, it doesn't delete the extra slots on the LOD. So if starting with 10 slots on the skelmesh, then baking, slot 1 gets the newly baked mat ...
Merging actors with cast shadows disabled causes the merged actor to be unable to cast shadows at all. Toggling the Cast Shadows option does not resolve the issue. This is seen in //UE4/Release-4.2 ...
When we use the FSkeletalMeshMerge utility, material slot names are lost on the resulting mesh. We should at least transfer the first slot name found for a given material. ...
Merging two actors using a two-sided material produce incorrect results. Notes: Tested with "Allow two-sided material" on and off, the same result is produced. The same issue can be seen when ge ...