If the input Skeletal Mesh has alternative material assigned to the LODs, the Mutable ignores such LOD sections when merging.
Is the setup missing something?
UE version: 5.5.4 (Vanilla)
If the input Skeletal Mesh has alternative material assigned to the LODs, the Mutable ignores such LOD sections when merging.
Is the setup missing something?
UE version: 5.5.4 (Vanilla)
Steps to Reproduce
[Image Removed]
Hey,
Mesh Components have an Auto LOD Strategy property to handle LOD generation for the newly created mesh,
The default is to Automatic from Mesh, which will take the material structure of LOD0 and then attempt to match it. Instead, you may want to switch that to Only Manually Created LODs and then populate your LOD 1,2,3,4 data with the information from your skeletal mesh. This will help the newly generated mesh match your mesh’s unique LODding scheme. Because Unreal’s typical use case is to import a mesh and then autogenerate lods from that mesh, the first scheme works well because it matches that pipeline.
You might try adjusting that and then hooking up your lods to the Mesh Component to get the result you want. As a curiosity, on your lower lods are you still using the same amount of material indecies and just changing which material you are looking at, or is the amount of materials indecies changing as well?
Oh and to add, this is covered with a small example in this documentation here:
https://github.com/anticto/Mutable-Documentation/wiki/Node-Mesh-Component
The approach to setup manually all LODs is very cumbersome when you imagine that meshes with multiple sections are the sources. On top of that Mesh or Section variation nodes might be involved… madness.
Is there any chance for different approach to “Automatic from Mesh” in development of the Mutable?
Possibly, the team is constantly on the lookout for feedback and opportunities to improve the tool. I will raise this with them.
If you’re looking to modify the code to adjust or maybe add functionality, you would want to start in
GetLODAndSectionForAutomaticLODs in GenerateMutableSourceMesh.cpp.
Thanks Dustin!
Should I create Feature request ticket here in UDN or your “raise” is sufficient enough?
No special ticket required, we work with the team and provide them feedback and suggestions regularly.
Sorry, added images were not present. Fixed.