Grouping meshes and merging them causes the textures to switch and become messed up.

Hello. I have been attempting to create a modular set of assets for creating a medieval town, but in order to steadily create incrementally larger meshes, I have been grouping them and merging them together. Some of the textures for my recent mergings have gone haywire as you can see below.

As of right now, I am unsure if this is a bug as this could simply be some form of incorrect meshing settings that I am unaware of. However I have attempted to merge it multiple ways (i.e. standard merge and approximate, as well as attempting to mess with the settings to no avail). If anyone knows a potential solution, I would appreciate it.

Hello:

Yes, this is an issue. And the reason this is an issue is because the identity of the mesh components changes, and Unreal basically “guesses” or “arbitrarily reassigns” the materials.

Why?

Because the meshes merged are not the same.

Think of it like this:

MESH_A, MESH_B, MESH_C → (MERGE) → Merge_MESH_ABC

The most stable thing to do is GROUP the objects together.

If you insist on not doing this, then you will have to go into the mesh editor and reassign all of the materials yourself. Merging is really for multiple instances of a SINGLE MESH. In which case:

MESH_A_01, MESH_A_02, MESH_A_03 → (MERGE) → Merge_Mesh_A

No guessing, because Unreal doesn’t have to combine unique meshes.

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