However, to my understanding, LOD group in Maya is just a hierarchy, which can be replicated in Blender by parenting meshes to an Empty. Reading around the forum I see that people tried doing that, but when importing, UE4 doesn’t care for such contraption and automatic import of LODs from single FBX file doesn’t work.
I have a terrain, split into 16 pieces, with each piece having 3 LOD iterations (base, 1 and 2). Importing it manually is a chore.
Dear Epic, please tweak FBX importer in UE4 to import LODs from a single FBX file (exported from Blender) automatically (either via hierarchy or via naming convention, which is more reliable than grouping/hierarchy).
Can we have a response from Epic on this? Just like you can import collisions with prefixes like UCX_, would it be possible to import lods with suffixes like _LOD0, LOD1, LOD2, etc? It would be a very handy feature for sure (regardless of 3d package) Thank you!
While it is a Blender problem, as you can see from Chosker’s comment, a naming convention based solution would benefit not just Blender but other 3d packages like 3ds Max (and perhaps even Maya?)
I’m curious to hear the opinion of someone C++ savvy because to a layperson like myself this seems like an easy feature to implement (albeit low priority of course)
It is very sad that Autodesk has such a strangle hold on the big players in the industry. Here’s even a 2017 official video from Epic where they invited a Blender guy who is rocking a glTF shirt:
EDIT: Apparently, you can import collisions automatically via FBX according to the video below, if you only name them UCX_MeshName_01 etc, but there’s no similar thing for LODs?