Cascade - LOD's dont auto-update replacing mesh or texture from highest
4.16 up to latest.
When an emitter has LOD's active, even when untouched or "shared from highest" (not copied from higher/highest) static meshes and materials are not properly updated into other LOD's when changing them in LOD0. Meaning that if you duplicate an emitter and replace its material or texture, once the LOD1 or lower kicks in, the old mesh/material will be shown.
any other module that has regular float values and the like do update their changes properly to other LOD's. (when not set to copy from higher/highest or in other words "Shared from highest")
edit: This is easiest seen when "enabling particle lod switching" under "project and editor settings > previewing"
I'd make a video right now, but got me a deadline in a few hours.
Hi Luos, I've consulted with our subject matter experts and this is by design- the system does not automatically carry changes from one LOD to another.
A module carries the LOD data with it when you duplicate or share the module so the new copy (or reference) will share LODs 0, 1, and 2. But if you change LOD 0 without regenerating LODs (or manually changing LODs 1 and 2) those will still reference the old mesh, material, or whatever.
To fix this, you would select the Mesh Data (or whichever module isn't working like you want) in the LOD that seems to be wrong, right-click on the module and Duplicate From Higher (or Highest) to regenerate just that module and make your changes to it at that LOD level.
So switch to LOD 1, right-click on Mesh Data in Shared Duplicate emitter, and duplicate from higher should fix.
answered Dec 06 '17 at 08:20 PM
Jon X ♦♦ STAFF
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