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Meshes in blueprint , retain imported vertex colors

Hello everybody ! Here the thing I am struggling right now with - Months ago when I started with my project , I decided for some reason to build a rock formation within a blueprint , and use that blueprint to build some rocks . A few of the meshes were vertex painted within Max . Everything worked fine , until a few day back when I tried to paint some more Vertex colors within the UE editor . It seemed to work fine , shows the colors in Editor , in simulation and play in view , but when I started a matinee recording , the colors I painted did not show . Instead I got only the colors that were painted and imported with the mesh . here is a few pictures to illustrate better - 1st the blueprint with the imported colors Blueprint with imported

Imported vs Painted

2nd some painted colors in editor .

Now during the matinee thouse two look exactly the same , like in the blueprint . My question is , is there a way to have the painted in editor colors show , and NOT the imported . If that is not possible , is there a way I can create a mesh from the already placed blueprints in the level , other than me just going and placing each rock one by one in its exact place .

Some other info , the material in this example is very simple , just vertex colors pluged in the base . My normal material is pretty complex , but has the same issue , it uses the vertex colors for masks for lerps . I can't paint the aditional detail in Max and reimport , the details need to be painted where some other meshes intersect with this one in editor .

Any help would be greatly appreciated !

Product Version: UE 4.7
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asked Jun 05 '15 at 09:34 AM in Rendering

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Hi Samuil -

Thank you for your patience. I have been working on reproducing this issue internally and have been successful. I have entered a bug report as UE-17168 and I will keep you informed as we continue our investigation to a solution

Eric Ketchum

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answered Jun 16 '15 at 08:52 PM

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Lovecraft_K ♦♦ STAFF
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