SM and LoD reimport problem

UE: 4.5

OS: Win 8.1 Pro

Recently we are working on changing our assets pipeline to attach the LoD data in the FBX files. But I encountered some issues with reimporting the assets that make our work quite problematic.

Reimport works fine for a base mesh - it changes the mesh itself, but other options, like material added in the editor (not in the 3ds Max) is still there after reimporting. This doesn’t apply in case of LoD however. After reimporting the asset LoD 1 and 2 show up properly but always with material changed back to WorldGridMaterial and Screen Size reset itself to default values (and Auto Compute LoD Distances check itself back). This adds a lot of work to every reimport, which is really a pain.

Using LoD Import option doesn’t change the Screen Size, but material still reset itself. But I would prefer to reimport the asset in one click anyway, without changing the things I already took time to set in the editor.

Hi Nox,

This is a known issue that has already been reported (UE-5315). There is no timeline for when this will be fixed but I will update once a fix has been submitted and verified along with any other relevant information.

Thank you for your reporting this!

Hi ,

Thank you for the quick answer. I will be looking forward to any new information about this issue. Keep up the good work. :slight_smile:

Any news on this? Still there in 4.9. Not a problem reassigning 2-3 material ids, but it may be tons of fun if you have like 20 and 2-3 lod levels. Please look into this again!

Thanks

This is still backlogged at the moment. I’ve updated the community interest in seeing this resolved. Due to other priorities this may or may not change in the future.

a very annoying bug which has cost me days. Just wish i had spotted it sooner. with simple meshes it’s probably not much of a problem but when you have ~100 materials for each LOD, the re-import LOD’s become infuriating.
A 1 minute change in 3dsMax, should not take hours to reassign and recreate the materials for the LODs once re-imported back into UE.

Hello -

This issue has recently been fixed and will be include with 4.12 once that releases. It missed the cut-off for 4.11.

Thank you!