I imported a ship (20 different objects skinned on the same bone hierarchy) as a skeletal mesh in Unreal Engine 4, i’m trying to use LODs on 3 objects among 20. I didn’t face any issue when i imported the base LOD (i got 4 elements in skeletal mesh editing mode which is matching the amount of materials applied in the ship in 3dsmax before .fbx export), but when i tried to import the LOD1, i got 10 elements instead of 4.
I don’t understand because the LOD1 meshes selection in 3dsmax has the 4 same materials applied. Is there any name convention for each group in 3ds max ?
For instance :
LOD0 : lod0_object1, lod0_object2 … lod0_object19, lod0_object20 ?
LOD1 : lod1_object1, lod1_object2 … lod1_object19, lod1_object20 ?
Could you tell me please what is causing the issue ?
I forgot to tell you that in 3dsmax, 3 materials are applied in the same object and one material is applied to 19 different objects.