FBX cannot import LOD groups with more than one mesh per LOD level
The most non-descript error happens: "Unable to create asset 'path'". Tracing through the code it's because it expects every child of the LODGroup node to be a mesh. This is not the case if you have a LOD level consisting of multiple meshes, in which case the children of the LODGroup node will just be group nodes for each LOD level, with meshes inside.
Also, regardless if you import LOD levels one at a time from different FBX or via a LODGroup FBX, it will not "merge" materials with the same name or _skinXX suffix. So if i have 15 materials used total, but each LOD level uses some selection of say 8 of them each, and i have 3 LOD levels, the final static mesh will have slots for 24 materials once you place it in the world, some of which are the same material, and it doesn't respect the _skinXX order (as first LOD0 materials show up, then LOD1, etc). It's super important to me that the ordering of the materials be preserved across LOD groups, as i am programatically setting them.
Hi Tansien -
We are aware of this issue and a request has been inputted to try to get this fixed. I do not have an ETA for you as of yet, but I will keep you informed as we progress.
answered Jul 07 '14 at 08:50 PM
Lovecraft_K ♦♦ STAFF
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