CalculateLodCount tries to bound the output LOD count as at least one (count >= 1), but actually bounds it as no more than 1 (count <= 1).
Just need to change a FMath::Min to FMath::Max.
Expected: The number of LODs should be the same as the mesh with the least number of LODs.
Actual: The number of LODs is always 1.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-35105 in the post.
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Component | UE - Gameplay |
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Affects Versions | 4.12, 4.13, 4.14 |
Target Fix | 4.14 |
Created | Aug 23, 2016 |
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Resolved | Aug 25, 2016 |
Updated | Apr 27, 2018 |