I have a character created in 3D Max. Rigged with skeletons. Imports fine into Unreal Engine. How do I create LOD versions of this character as it appears anytime I reduce the poly count above my character’s “Skin” modifier, it does not import into Unreal. I receive a “Failed to Import” when adding LOD 1. Any suggestions?
It is now loading both LODs, but the only problem I am having is that it is constantly loading LOD1. I am using a Skeleton Mesh that has both LOD0 and LOD1, but LOD1 always stays visible. I have set the “Screen Size” for LOD0 = 1.0 and LOD1 = 0.4, it NEVER changes to LOD0 no matter how close my camera gets to the character. This occurs in the editor as well as the Persona.
So I’ve tested this with a non-skeleton mesh and the LOD system works great. But it refuses to work on a Skeleton Mesh. Has this happened to anyone else?
I figured it out. Under Settings > Engine Scalibility > View Distance needs to bet set to Far or Epic. Does not work when set to Medium. Hope this helps others who may have the same issue!
I am also having this issue with the LOD distances always loading LOD 1, but I am not sure what settings you are referring to for how to fix it. Could you please be more specific? Where exactly can I find this setting?
At the top of your Unreal Engine application there are big icons. Listed as Save, Source Control, Content, Marketplace, Settings. Click on the dropdown for Settings >> Engine Scalibility >> View Distance. Make sure this is set to Epic.