Description

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.

Steps to Reproduce
  1. Perform a skeletal mesh merge where each mesh list has multiple LODs.
  2. Inspect the number of LODs for the resultant mesh.

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.

Have Comments or More Details?

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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Fixed
ComponentUE - Gameplay
Affects Versions4.124.134.14
Target Fix4.14
Fix Commit3101356
Main Commit3108419
Release Commit3159180
CreatedAug 23, 2016
ResolvedAug 25, 2016
UpdatedApr 27, 2018
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