# StaticMesh created from Brush not duplicated properly on alt-drag \[4.8p4\]

**URL:** <https://forums.unrealengine.com/t/staticmesh-created-from-brush-not-duplicated-properly-on-alt-drag-4-8p4/320377>\
**Category:** Asset Creation\
**Tags:** unreal-engine, bug-report, staticmesh, question\
**Created:** [June 1, 2015, 2:44pm UTC](https://forums.unrealengine.com/t/staticmesh-created-from-brush-not-duplicated-properly-on-alt-drag-4-8p4/320377 "2015-06-01T14:44:42Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![pagancyc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@pagancyc](https://forums.unrealengine.com/u/pagancyc)\
**Post date:** [June 1, 2015, 2:44pm UTC](https://forums.unrealengine.com/t/staticmesh-created-from-brush-not-duplicated-properly-on-alt-drag-4-8p4/320377/1 "2015-06-01T14:44:42Z")

</div>

Started with a box brush, got it to the shape I want, then created a static mesh from it. Then edited static mesh to set “lightmap coordinate index” to 1, added collision, and saved.

Doing an alt-drag to duplicate the original object that has been turned into an SM results in an invisible duplicate, with no static mesh assigned.

A second copy of it, added from the content browser, duplicates properly.

If multiples are selected, none of them duplicate properly if the original is included in the alt-drag.

So the workaround is simple and obvious, but it still seems like something the devs would like to know about.

p.s. Why does setting lightmap coordinate index to 1 need to be done manually? Is there ever a case where one would want it to be 0?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [June 1, 2015, 7:34pm UTC](https://forums.unrealengine.com/t/staticmesh-created-from-brush-not-duplicated-properly-on-alt-drag-4-8p4/320377/2 "2015-06-01T19:34:40Z")

</div>

Hi ,

I was able to reproduce this bug and have entered a bug report, UE-16440 to be assessed by the development staff. As another workaround, you can go to the Details Pane of the actor selected and re-assign the mesh to the Static Mesh section.
