Error when merging meshes with sections

UE - World Creation - Worldbuilding Tools - Merge Actor - Sep 6, 2023

Note that the issue does not happen if the two materials have different colors. Note also that the issue happens if one of the meshes to merge has 2 sections with the same material assigned ...

ProxyLOD - Properly handle meshes with empty sections

UE - World Creation - Worldbuilding Tools - Merge Actor - Jun 28, 2023

Some parts of the proxy mesh generation does not correctly handle empty sections. FMeshMergeHelpers::ExtractSections() will remove empty section, but some other parts of the process will not, which ...

Merge Actors Tool Simplifies Nanite Meshes

UE - World Creation - Worldbuilding Tools - Merge Actor - May 19, 2023

Tried every combination of LOD Selection Type, Nanite enanbled/disabled, the only way it would seem to get the full number of triangles from the source mesh into the merged mesh is to disable Nanite ...

MaterialBaking LocalSpace Issue

UE - World Creation - Worldbuilding Tools - Merge Actor - Apr 14, 2023

See attached project for a good repro ...

Merge actor issue with similar materials

UE - World Creation - Worldbuilding Tools - Merge Actor - Dec 16, 2022

Merging Splines causes Engine to Crash in 5.1

UE - World Creation - Worldbuilding Tools - Merge Actor - Dec 15, 2022

Attempting to merge two spline actors causes the Engine to crash. This issue occurs with the Steps to Reproduce regardless if there are more branches added to the tree branch spline/enabled, and reg ...

Merge actors in partitioned world dirties level

UE - World Creation - Worldbuilding Tools - Merge Actor - Dec 7, 2022

We've noticed that when we use the merge actors batch option, the partitioned world will get dirtied after the operation. This occurs in FMeshMergeUtilities::MergeComponentsToInstances: if(bAct ...

Merging static mesh actors results in static mesh sockets getting lost

UE - World Creation - Worldbuilding Tools - Merge Actor - Apr 26, 2022

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 ...

MergeActors Proxy Tool Outputs Incorrect Result with HISMC

UE - World Creation - Worldbuilding Tools - Merge Actor - Jun 1, 2021

Running the MergeActors proxy tool on an actor that has an HISMC and both its scale and rotation changed will output a proxy incorrectly. ...

Skelmesh Bake Materials doesn't remove old materials from slots

UE - World Creation - Worldbuilding Tools - Merge Actor - Mar 24, 2021

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 ...