I create a mesh_A in houdini,and use houdini engine to bake it into a static mesh in Unreal.Then I use python to set this mesh to mesh_B’s lod1 and 2. Finally, I right click mesh_B and Export it by Asset Actions with Vertex Color and Level Of Detail √,Fbx Export Compatibility is FBX 2013. In the end,I use file to open this fbx in houdini,but the lod1 and the lod2’s Cd on the vertex are all turn to black(0,0,0),even though I have already set it to white(1,1,1) in houdini.
I found that if all lod (lod0 lod1 lod2) are white(Cd = {1,1,1}),everything is fine. But if one of the lod has different Cd(like lod2 has Cd = {1,0,0})while other doesn’t,other lod’s Cd will be turn into black({0,0,0}) when export.
Maybe it’s the problem of the Engine’s export fbx C++ code, I will check it later.