Broken Geometry Script Material ID Outputs 5.4

All my Geo scripts from previous UE5 versions are now outputting all the geometry as a single ID when using the “Create New Static Mesh Asset from Mesh” node.
The when I “Copy Mesh from Static Mesh” it still recognizes all the material IDs and runs ops on them properly, but it seems to break when outputting them to a new asset.
Does anyone know why or how to fix this? Is it just borked in 5.4?

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I have the same issue.
But for me Copy Mesh to Static Mesh still has the same issue…

Is that a bug or they changed something?

Here’s some screenshots…

In 5.3 (dynamic mesh is on the right):

image

In 5.4(dynamic mesh is on the right):

image

As you can see in 5.4 material slot 0 is just not used (since it suggesting me to delete material).

Dont tell me we need to wait another year (untill 5.5 will be released) in order to get this fixed :frowning:

I struggeled with this problem myself using the Lyra provided tool blueprints, but found a workaround/fix that works for me.

The fix that worked for me was changing the Bake to Static Mesh funktion inside BackedGeneratedMeshActor by setting ''Options Replace Materials" to true and setting the materials directly through “Options New Materials”. This does not fix the problem when only creating a new mesh, but after one “bake” it will correct itself.

The Image is from the BackedGeneratedMeshActor provided by Lyra, using the fix:

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Does anyone know reliable way of getting this into a bug tracker?

I tried to report a bug twice and no luck…

Thanks @Fietje72 your fix worked well! Based on the Lyra examples, I created a new public function that can be called in editor, and it will either call 1 or both functions needed to create and update the static mesh.

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it is fixed in UE5.5.4

but the element 0 still giving problems… it has a crazy behaviour

i think better is not use the elemet zero

All my tools in 5.5 just got completely broken and crashing the engine even if I open them for editing…
A complete mess…

Some primitives had a error multipling dimensions


// UE5.0 - AppendRectangle and AppendRoundRectangle shipped in Preview 1 interpreted dimensions incorrectly
Redirects.Emplace(ECoreRedirectFlags::Type_Function, TEXT(AppendRectangle), TEXT(AppendRectangle_Compatibility_5_0));
Redirects.Emplace(ECoreRedirectFlags::Type_Function, TEXT(AppendRoundRectangle), TEXT(AppendRoundRectangle_Compatibility_5_0));

Just mutiply it per 2 (or divide per 2)… i don’t remember well XD

The crahs must be a null pointer.

Write your code in C++ after prototyping in blueprint…
You can hadle pointer errors easy with c++.