Why are some HLODs being build with 0 polys…? Is this a bug? Not talking about the clusters… talking about hte actual new mesh… it tends to create a 0 poly mesh object with several materials on it… which is useless…
I noticed that the red sphere/circles that signify an lod actor when u select an lod actor… have these particular hlods miles away from the actual original static meshes…
Also noticed if i right click on the 0 poly hlod and go to create hierachical volume for it… it makes a huge volume that stretches miles and miles away… as opposed to doing that for ones that that correctly generate (which correct ones create the volume around the expected objects in that volume…
many of my objects in scene are scaled to like .5 or .68 … dont know if that would for any reason effect anything… And they were probably scaled in either group nodes… or via under a parented object…