I can’t figure out why this is happening. The source geometry is clean. The UV map only has discontinuous UVs around the edges of UV islands. Everything is normal.
But when I use the simplify tool in the Modeling mode or set the number of LOD’s to generate in the static mesh editor, I get this:
The mesh looks horrible. You can see all the edges of every single triangle. And in most cases, it refuses to create a Lightmap UV because there are too many pieces.
How can I prevent this from happening?
edit: I’m noticing that my original mesh has 94138 vertices, but when I import it into UE, it has 424078 vertices. So clearly the vertices are being duplicated so that each polygon is separate. Why is it doing this?