Yeah it is getting nice and feature rich.
There’s a class “USimplifyMeshTool” - Editor only, I haven’t tried it but it looks like it does the job.
Yeah it is getting nice and feature rich.
There’s a class “USimplifyMeshTool” - Editor only, I haven’t tried it but it looks like it does the job.
I wish rdLODTools would have an option for importing a specific LOD to a specific mesh from an existing, already imported static mesh. So that I could say something like “The new LOD 4 of Static Mesh X should be the LOD 0 from the Static Mesh Y”.
In theory that can be done by exporting the LOD 0 from Static Mesh Y as an fbx, and then importing a new LOD 4 as fbx in Static Mesh X, but that workflow is currently failing me since I cannot have that step with fbx in between, that breaks my mesh.
I’ll give it some thought - probably the bit that would take the most work would be the UI to patch them all together - definitely possible!
Hi!
I tested “Set pivot” and “Quick pivot” in Unreal 5.6 and it moves the pivot to correct position, although - it also moves the mesh to the center. I want mesh to stay in the original position. I think it worked fine in UE 5.5 and now it is not, or maybe I am just imagining things.
Hi, I just tested it and it seems to be working correctly in 5.6 - It only updates the pivot delta on objects in the level if you have them selected - were you running the tool with selected Actors or selected Assets? (the Assets won’t change the actors location).
Hi! Yes, I found this after all on your Discord  in some discussion. So it was my error. For the record: selecting actors and resetting pivots works correctly as it should (wthout changing their positions).
thanks for the response!