I want to import LOD level 1 in the static mesh settings and the LOD level 1 mesh imports 90° on its side.
The meshes are identical, except for less triangles and lower resoultion textures.
I can import them as fbx one after another into my level without rotatiion.
It happens in 4.7.4 Does someone know why that is?
Have you gone into your external modeling program to make sure you exported it correctly and without it being rotated?
Would you also mind updating to our most recent hotfix 4.7.5 and check to see if the issue still occurs?
I wanted to check-in to see if this issue still occurs. If we do not hear back from you within the next day, we will close this post for tracking purposes. If you still need help after the issue has been closed, type a response and the post will open again.
Im having this problem as well. If I import the basemesh as a lod it will be rotated 90 degrees…
Better to fix it then just close the subject.
Could you provide me with some simple reproducible steps in a blank project, as well as the engine version you are working in so I can test this on my end?
I’m having the same issue as well, found this post here that seems to suggest it happens only after you import a mesh with a rotation, save it, close the editor, reopen it and THEN import a new LOD.
Says it should be intergrated into 4.11
Have you tested this in the most recent 4.11 preview release to see if the issue still occurs?
If it does still occur, please let me know and we can continue to investigate this issue further.
hi, I don’t really have the time to make an example map for you now,
The problem occurs when you save the static base mesh, work some more on the level and then later try to import lods when the map is starting to go slow…
The work around hack is to re import the base mesh and directly import the lods BEFORE saving. If you want to ad any lod you need to re import the whole chain of lods and the base mesh without saving. I don’t have access to 4.11, I have used 4.10.1 and 4.10.4
I am attaching an assets and a Test Project below, currently the only way to reproduce this effect would be to alter the Base Mesh in LOD0s original import rotation. However, this behavior has been corrected in 4.11.
Test Project 4_10_4 with Cone Asset for Testing in 4.11