REGRESSION: Yes, I could not reproduce in 4.14. LOD Actors are not rendering correctly. All the textures are black, and don't appear to be using the materials on the meshes in the cluster. ...
There are instances where HLODs will either generate a lightmap but not assign it to the correct Lightmap Coordinate index from the target lightmap setting in the HLOD outliner or the Lightmap will ...
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material this only occurs depending on the specific order ...
After Generating Proxy Meshes for an HLOD cluster, Force View will be enabled for it. The user will have to disable Force View to see the LOD actor's behavior in the level. ...
REGRESSION: YesWORKING: 3039270 (4.12.5)BROKEN: 3087200 After Generating Proxy Meshes, the meshes in the LOD Actor will still change LODs when it is visible in the level. ...
The user has to scroll to the top of the Merge Actors window in order to enable the Merge Actors button even after selecting an actor in the level ...
In the new non-experimental version of the Merge Actors tool there is no option to disable "Export Specific LOD". In 4.11 when this was disabled it would merge the actors with their respective LODs ...
HLOD seems to Generate Lightmap in the wrong UV Channel. Export a specific LOD and generating Light Map UVs, it seems like the lightmap UVs are always generating in the the channel 0, messing up th ...
A licensee has reported that when using Create Material Instance Dynamic and adjusting a material at run-time is not working with HLODs. It doesn't seem supported (yet) and unchecking the "merge m ...
If a user has two blueprints, one with a static mesh and the other with a child actor component that contains a static mesh and that user uses the merge actors tool the child actor component's stati ...