So, has anyone figured out a fix for LodGroup index order being incorrect? I have a traffic cone with the base model plus 3 additional LODs. However, they important in the following order:
LogFbx: Display: Triangulating static mesh Cone_Medium_LP_LOD1
LogFbx: Display: Triangulating static mesh Cone_Medium_LP_LOD0
LogFbx: Display: Triangulating static mesh Cone_Medium_LP_LOD2
LogFbx: Display: Triangulating static mesh Cone_Medium_LP_LOD3
As you can see, LOD1 is imported as the first LOD and LOD0 as the second. (No idea how or why it does that) and I can’t figure out how to make them the correct order.
The _LOD# naming is for my own benefit as the FBX Importer for UE4 doesn’t care about the naming at all and only the “LodIndex”
If there is no way to control the order of LODs from Blender, then this entire process is pointless and you have to revert to the manual LOD import method.