Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Need an FBX file from Maya with multiple LODs that imports correctly into Unreal

Hi, everyone-

I'm trying to get LODs to work with a large scene with hundreds of objects exported as an FBX file from blender. I don't want to sign up for the Simplygon SDK license, so I'm trying to use the Simplygon Cloud service instead. Simplygon cloud happily takes my scene, and generates as many LODs as I want in an fbx file. Each LOD has the base name of the object with _LOD1, _LOD2, etc. appended. However, when I try to import the fbx it creates a separate static mesh for each LOD of each object, whether or not the "Import LODs" checkbox is checked.

The same thing happens if I try an FBX with only one object and multiple LODs generated by Simplygon cloud.

The FBX SDK documentation talks about a way of creating LOD groups, and I think this must be what Maya does, since it is documented to work to export an FBX file with LODs from Maya into unreal.

I have sucessfully manually added the Simplygon generated LODs into unreal, but this will take days to do for my scene, will be error prone, and will have to be re-done if the scene is edited.

I'm going to try and write a post-processor to stick all the _LODx meshes from Simplygon into an FBX LOD group, but it would be a huge help if I had a known good file to compare against. I don't have a Maya license, so if someone could take a sphere or something in Maya, generate a few LODs, and export it as an FBX file that imports successfully as a single object with multiple LODs into Unreal it would be great.

Thanks, and I'll post what I figure out here.

Product Version: UE 4.11
more ▼

asked May 16 '16 at 04:41 PM in Using UE4

avatar image

76 3 4 7

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi, again-

I signed up for the Maya LT free trial, which can create LODs and export them to unreal successfully. I have created a sphere, generated LODs with Maya, and exported it with LODs intact into unreal. Note that I had to ungroup the created sub-groups in the Maya outliner before the fbx would import successfully into unreal. If you don't do this you get an error that Unreal couldn't create the asset when you import it into unreal. What seems to work is a Maya LOD group at a top level, and the LOD meshes directly underneath that.

more ▼

answered May 20 '16 at 11:13 PM

avatar image

76 3 4 7

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question