Problem with Lods and Mesh

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?

Hi,biggestchief.Try to reset transforms and clear history in your 3dsmax,and than try to reimport model if the problem occur,write the message.

Have tried this and still having the same problem. clear history is a maya thing not max so i dont exactly know how you would do it.