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Migrating LOD for Static Mesh not working

I have two projects, one in which I edit levels and then export maps to the other one which is my game.

I have static meshes that are part of blueprints which I place in the maps. When migrating these maps to another prioject, the LODs of the static meshes are not transferred. Even when I select the static mesh alone and migrate that, the LODs are not included on the other project.

The LODs are created with InstaLod and work correctly on the original project

Product Version: UE 4.12
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asked Oct 03 '16 at 01:11 PM in Bug Reports

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Hi Wallenstein,

I tested this with a LOD asset I created in 3Ds Max and one from UE4 where I manually import LODs and they both migrated fine without issue in 4.13.

If you're using a third-party tool like InstaLOD you'll want to bring it up to them to see if they have an issue with how they are setting up their assets when they generate LODs. I've not used the tool and we do not have access to these third-party plugin's.

If you can show that the issue is happening in the latest version without the plugin this is something I can investigate.

Thank you!


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answered Oct 03 '16 at 03:22 PM

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Tim Hobson ♦♦ STAFF
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avatar image Wallenstein Oct 04 '16 at 01:56 AM

Ok, I figured out that you have to have instalod in teh target project installed, othjerwise the LODs generated in the source project don't show up. Is this a general problem of plugged in LOD solutions like that other expensive one that ships with UE? Or is that something that is unique to InstaLOD? It seems like the LODs are not really included as separate meshes but rather as descriptions which must be interpreted by an installed plugin.

avatar image Tim Hobson ♦♦ STAFF Oct 04 '16 at 02:55 PM

I would imagine so. Simplygon uses a similar method where LODs will only work with versions where it's installed.

avatar image Wallenstein Oct 05 '16 at 12:17 AM

Ok, I got an answer from the SimplyLOD people and post it here in case somebody else comes across this entry. The LODs will be contained in the baked version that goes to the customer. If you open the game in an editor however you will need to have InstaLOD installed. You could export the LODs as FBX and then re import them in which case they will exist as distinct meshes and will be available even in an editor without InstaLOD. This will be possible with UE 4.14 as I understand

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