LODs and Reimports Break After Using Reimport Mesh

Summary

When you reimport the base mesh (LOD0), existing custom LODs break, and reimporting custom LODs does not work either.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

  1. Import a custom Static Mesh asset
  2. Import Custom LODs
    (3. Save & Close Down UEFN) - May or may not occur without this
  3. Reimport custom Static Mesh asset, using ‘Reimport Mesh’ button
  4. Attempt to reimport LOD1, and LOD2

Expected Result

LODs should still be importable after a base mesh reimport.

Observed Result

LODs are Nanite auto-calculated fallback meshes

Platform(s)

PC
(All will be affected in gameplay)

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Additional Notes

This has been a bug for months, that requires a work around of deleting the asset, saving, commit to revision control, wiping all trace of the asset, before reimporting, and assigning LODs. If you then need to make a change on the base mesh, LODs will break and you have to repeat the whole process.

The status of FORT-1144597 changed to ‘Needs Triage’. We are routing this to the appropriate team for investigation.