I have been creating LODs for a bunch of trees that I originally had in the build but due to their poly count being too much for a tree asset I had to bring it into a 3d software package to reduce their poly count.
I’ve imported the trees back in after I did the poly reduction, applied my materials again and then went to auto generate my LODs, this is where my problem has occurred. I am getting these floating tris when previously on the un-reduced meshes I wasn’t getting this problem.
LOD0: base mesh, all is fine.
LOD1: tris being pulled/stretched from somewhere. Generated from LOD0.
Is this a problem being caused by the 3D software package (3dsmax) or the way im creating the LODs within UE4?