Setting a LOD Group overrides LOD Import

When importing a mesh with custom LOD setup, adding a “LOD Group” overrides the custom Imported LODs.

The way it’s phrased makes it (to me at least) look as if though that setting would be more geared towards setting up good values for “Auto Compute LOD Distance” etc.

Either way, it would seem to me that if LODs are being imported, those should override any auto generated LODs not the other way around.

Best Regards

Thank you for your report. We will begin investigation into this issue as soon as possible. If we are unable to reproduce the problem, or need more information, we will follow up with some additional questions for you. Otherwise, we will post an ‘Answer’ once the issue has been logged in our bug database or we have a solution for it.

Hi , This is not actually a bug with the Unreal Engine. Changing the LOD Group on a mesh’s LOD Settings brings up a warning message that says “Changing LOD group will overwrite the current settings with the defaults from LOD group ‘[name of LOD Group]’. Do you wish to continue?”

If you want to keep the custom LOD setup, you would simply keep the LOD Group as “None.”

Absolutely, but I meant on initial import in this case. :slight_smile:

//

Ah, now I understand what you mean. I can put in a feature request for the same warning message to be displayed on the initial import if a Static Mesh LOD Group other than “None” is selected in the FBX Import Options. Please be aware that this request may not be implemented, or that it may not be prioritized to occur anytime soon.

I fully understand! Documentation is everything and I couldn’t find anything about this on google, so hopefully this post can help people in the future.

Thanks for your time Jon!

//