I don’t know if I am simply dumb or if there is no way to remove LODs from an object?
Thank you for responding so quickly , will this possible be added later? Because if I add a model with connected LODs and then want to change something in lower LODs later for example I would have to remove all foliage instances wouldn’t I? Or can I simply reimport mesh and overwrite old one thus keeping instances of foliage?
//Max
Hey Kuro1n,
You’re not dumb =) This is not currently possible in editor. You will need to adjust your assets in whichever modeling software you are using. You can certainly export your static mesh as an FBX, import it into another program to adjust LODs, and then reimport into UE4.
Best,
You can replace an Actor in your level with another in your Content Browser. With replacement mesh selected in Content Browser, right click on Actor you want to replace and click Replace Selected Actors With. If you have multiple instances of an Actor you want to replace, you can select them all and do same thing.
It gets more complicated with Foliage, however. foliage you had painted on original Actor will remain in level, but it will not be attached to surface of new Actor. You will have to erase that foliage and repaint, unfortunately.
It’s not likely that this will change, because editing Meshes is not something editor is meant for (though there are some requests in our database for it). Additionally, foliage referencing a face that does not exist on replacement mesh isn’t possible.
There is a workaround, however: you can add LODs to an existing mesh. Right click mesh in your Content Browswer and select ImportLOD. This will let you add an additional LOD level. Then, whichever LOD you don’t want to use anymore, set LOD Distance to an obscenely high number, and it will likely never be loaded. That should work if repainting foliage on a replacement mesh isn’t an option for you, though obviously it’s less clean.
Hope that helps!
Okay, I see. Thanks for workaround I might use that until I clean my project up a bit I suppose.
//Max
I highly suggest adding ability to delete a LOD from a mesh. I imported a couple of lods, expecting this to be a problem free experience. lods imported sideways, which I consider a bug, not user error. On top of this, I have this mesh linked to blueprints. So, without ability to remove a LOD easily, I have to import a brand new mesh and go in and **** with my blueprints
I think ability to remove LODs and also, bug concerning lods importing sideways should be top priority right now.
Thanks,
Hi Neil,
There is already a feature request in our system for ability to remove LODs. If you’re having difficulty with LOD imports, please open a new post on AnswerHub as this is a separate issue. Thanks!
I note this post is fourteen months old and yet we are still unable to simply delete an LOD from a static mesh. Would it be possible to say when this will be made possible?
Regards.
No update yet, however I can say that a new bug report (UE-25591) was entered recently by one of our developers, so they believe this is a bug rather than a feature request. In either case, I have updated new bug with a link to this post, and I’ll update you when I see any action taken on it.
Anybody help :
Hide LOD actors only in editor regime ( 3d view )
Hello there! Another year has passed, so I was wondering if ability to delete LODs has been implemented and I just can’t find it?
Cheers
Hey all,
We added button to 4.15 to remove LOD’s from a Static Mesh within editor.
Remove LOD Button
Thanks for being patient while we implemented this feature. Try it out in new build!
Thanks,
Awesome. Thank you!
For some reason I can’t find this button on LOD0, but it shows up for all other LOD numbers. Is it possible to remove LOD0 or swap it out with a higher LOD number?
Same here, I need to remove lod 0-3 on my metahumans as Im working with mobile vr.
Any solution for removing high LODs from metahumans?