I’ve created a Static Mesh and edited it on Modeling Mode, so it uses 2 diferente materials. When I converted it to a Skelleton Mesh with the Skeletal Mesh Editing Tools Plugin, only one of the materials show. How can I make so both materials show?
I have the same issue and cannot find an answer anywhere. This is the first mention of it on the internet I can find. If someone knows why this happens when converting static mesh with multiple material slots to skeletal mesh, please reply The skeletal mesh still shows there are 2 material slots, but does not display then in the editor
Have also been dealing with this problem and have been trying to find an answer with no luck. But for whatever reason clicking through one of the tabs under ‘skin’ while in the skeletal mesh editor seems to have repopulated my other materials. Before in asset details panel under sections, I only had the base material, but now it’s showing all 3. I don’t know if this is a bug or what.
Edit: I encountered this problem again, and nothing seemed to work until I added an additional material slot and then deleted it inside the skeletal mesh asset details panel. I believe a warning appeared, but I deleted it anyway, which fixed the issue of the other materials not showing.
I dont have access to my project at the moment to actually show you, but I disabled something with LODs on the assets options and it worked. I’ll provide more info when I can if you still need.
I can see that the problem on mine is it is forcing use of LOD 0 (which was autogenerated when converting from static mesh to skeletal using the in-engine tool).
I have combed through every LOD property in the Asset Details looking for a way to disable using LOD at all but cannot find anything. If I set “Number of LODs” to 0 it autoreverts back to 1
Hi, yes if you could explain what you did with the LODs to fix. I have played around with LOD settings, but still see 2 material slots, but only the first is displayed
If your skeleton mesh is only showing one material, it could be due to the mesh’s material slots being misconfigured or incorrectly imported. Check the mesh’s material setup in your 3D software or engine. Ensure multiple material IDs are applied properly and that each section of the mesh is assigned its corresponding material. Also, verify that your engine supports multiple materials for skeletal meshes. A quick fix might be reassigning materials manually!