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
- Import a custom Static Mesh asset
- Import Custom LODs
(3. Save & Close Down UEFN) - May or may not occur without this - Reimport custom Static Mesh asset, using ‘Reimport Mesh’ button
- 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)
Upload an image
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.

