This update has been implemented by now right? Figure I am a little let to the game so Unreal must have put this in by now hopefully. Reason I ask, I am coming across a minor bug with your amazing piece of software. Hopefully you can enlighten me as to what it could be but I better lay it out to you as best as I can to make it understandable lol.
Before I dive into my questions, I want to thank you for creating this. I am such a newb to game creation it probably is half my issue with this bug but your documentation on this product is so thorough that I don’t think my issue stems from the setup I followed per your write up.
What I have going on I tried twice now to rule out things before nagging you but at this stage I have to admit I have no clue what is up here. So far have followed only the section of creating my own tree and as far as the finalizing, I want to create destructable trees but I haven’t gone that far due to some weird LOD issue happening.
When I get to the import LOD Level 1 section at the end, right after collision I am finding after importing all the LODs and Billboard from the exported FBX files that I am getting a fourth material showing up in the material editor that is the basic world gray material. That material seems to be attaching to the collision, looks like a grayed out bubbly mess when you walk out your camera and I gather that is the collision on LOD1 and LOD2 maybe? It doesn’t do this when I am panned on LOD0 but LOD1 and 2 is both with this material taking over. When you pan out to LOD3, the billboard shows up fine so the culprit is something to do with 2 and 3’s FBX’s or something other I am unaware of.
I redid this after playing with the follow through last night to rule out mistakes in setup up but I got it down to every last word in the doc and used that Youtube link you shared in it to verify I was not missing something. I thought maybe it was due to me picking FBX 2018 and wasn’t sure if Unreal has that SDK yet, so I put it back to default FBX 2013 but the same issue still shows up.
I also thought maybe due to having the collision wire frame showing up that maybe when I imported the LODs it attached somehow, like i said I am a newb and not even sure if that is possible but I made sure I wasn’t clicked on that when importing LODs but that weird bubble still shows up. Here is a pic if anyone else seen this before and has an answer what I am doing wrong lol
So as you see, LOD0 (Far Left) is fine, LOD1 (Middle) is bugging out and LOD2 as well is with the same collision looking raw world material visible. I compared the collision wire mesh and it lines up with the artifact so I am lost what is creating that.
Here is the dock with the materials as well, I kindergarten circled the weird material showing up that didn’t appear in your YT video tutorial, so I suspect that is the issue. Not sure how to remove or if maybe I need to redo these again from scratch but any help is seriously appreciated.
Either way, right now this is just in hobby mode so no rush, still impressed and happy I purchased this. Probably operator error anyways, I mean it was only 7 days ago I was excited I could code in a world temperature for this concept I am toying with here lol. But mark my words, I will have this on Steam one day lol. Just kidding, I am just trying to learn something new, got bored of cryptocurrency so returning to my gamer dreams lol.
By the way, my setup is Asus Maximus IX Formula with i7 7700k cpu, 2 GTX 1080 TI in SLI with custom water loop. Hardware is fine, no issues there