Tried every combination of LOD Selection Type, Nanite enanbled/disabled, the only way it would seem to get the full number of triangles from the source mesh into the merged mesh is to disable Nanite on the static mesh asset itself.
This issue does not occur if you perform a similar operation using Geometry Script.
See project attached at Additional Info URL
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-186439 in the post.
6 |
Component | UE - World Creation - Worldbuilding Tools - Merge Actor |
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Affects Versions | 5.2 |
Target Fix | 5.6 |
Created | May 19, 2023 |
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Updated | Oct 11, 2024 |