This is the same behavior for HLOD generation of World Partition. Replace is useful when there is a material that changes parameters with information such as camera. ...
The crash occurs when FWorldPartitionHLODUtilities::BuildHLOD attempts to build an approximated mesh that has all of its contents culled during generation, this can happen when an approximated mesh ...
In 4.27.2 a new cluster is created without any problem. ...
From licensee: The issue here starts in FVoxelizeMeshMerging::ProxyLOD() where the FlattenMaterial created using FMaterialUtilities::CreateFlattenMaterialWithSettings() returns an empty struct. I d ...
This issue occurs when merging static meshes that have multiple LODs. If they are using UV1 for lightmap index, after merging, the UV1 of the result for each LODs will all be differents, making the ...
When a Cube of StaticMeshActor is placed, it is generated without any problem. ...
Hierarchical LOD meshes are not frustum/occlusion culled ...
HLOD actors are generated on the outliner, but no geometry is generated. An error occurs in the output log. ...
The licensee shared information that a Null check on the following Actor can be used as a workaround. static TArray<UActorComponent*> GatherHLODRelevantComponents(const TArray<AActor*>& InSourceAct ...