Following code fixes this issue
in FQuadricSkeletalMeshReduction::ReduceSkeletalMesh
Section.ChunkedParentSectionIndex = bIsChunkedSection ? CurrentParentSectionIndex : INDEX_NONE; //If we reduce inline the source model, we want to use the real source original section Section.OriginalDataSectionIndex = bReducingSourceModel ? SectionData.OriginalDataSectionIndex : OriginalSectionIndex; if (!bLODModelAdded) { // if (FSkelMeshSourceSectionUserData* BackUpUserSectionData = BackupUserSectionsData.Find(SectionData.OriginalDataSectionIndex)) if (FSkelMeshSourceSectionUserData* BackUpUserSectionData = BackupUserSectionsData.Find(SectionIndex)) { // FSkelMeshSourceSectionUserData& ReducedUserSectionData = ImportedModelLOD.UserSectionsData.FindOrAdd(Section.OriginalDataSectionIndex); FSkelMeshSourceSectionUserData& ReducedUserSectionData = ImportedModelLOD.UserSectionsData.FindOrAdd(SectionIndex); ReducedUserSectionData = *BackUpUserSectionData; } } SectionMatched = true; //a backup section can be restore only once break;
Result:
Some cast shadows options lose their settings
[Link Removed]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-103704 in the post.
1 |
Component | UE - World Creation - Worldbuilding Tools - HLOD |
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Affects Versions | 4.25 |
Target Fix | 5.1 |
Created | Nov 25, 2020 |
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Resolved | Apr 28, 2022 |
Updated | May 5, 2022 |