We have a test asset, a building, made in Maya and with several LODs. We followed the FBX pipeline documentation on how to set everything up. When imported into Unreal using FBX with the option to auto import LODs, the mode imports OK, and when viewed in the StaticMesh editor it has the proper LODs as expected. However if you flip through the LODs the materials are all jumbled up. What I mean by that is that the proper materials are there in each case, bu the faces they are applied to changes between LODs. The floor material on the Base LOD which is applied to the floor, suddenly shows up on say the wall in another LOD. When views in Maya everything looks correct, both on the original Maya asset and by importing the same FBX into Maya. In both cases the proper materials show up on the proper faces throughout all LODs.
Has anyone seen this issue before or maybe have any idea what we may be doing wrong?