UE Basics Thread, Talking, Learning, and Maybe More

No, they are actually all compiled into the same static mesh asset.

You can also levarage the FBX pipeline to import your own meshes with LODs and Collisions.
Things get complicated though: example shot.
fbx_sample

And for good measure. this is when things start getting insane:

Point is.
When modeling things yourself, if you set up your exports correctly you don’t need to do anything in engine. (NOTE: if you name things right, your FBX can contain many models and import everything as a set, including sockets. Refer to the pipeline docs: FBX Static Mesh Pipeline | Unreal Engine 4.27 Documentation).

While, when making use of the automated system like you are, You shouldn’t have to do anything to the LODs by design.

I haven’t checked btw. But I could see why the options show up for me when importing an asset with LODs I created externally, but not for you when using the automated generation - maybe.
Assuming you are referring to this:
ALC_LOD_FINSHED

I have literally NEVER seen that particular setup in engine with vert counts. Could be I just haven’t noticed, but it’s pretty hard to miss.
Could be some plugin that needs to be enabled perhaps? Might be worth for you (and me both?) to ask in the Doc section about this specifically.
Or perhaps I’m just crazy and that’s how it’s always showed up…

90% sure that rock is part of the Kite demo. Perhaps before asking you can pull up the specific rock and check the asset with your current engine. (you’ll have to wait for shaders to compile, but if you never had a look at the kite demo it’s worth it.)

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