When we use the FSkeletalMeshMerge utility, material slot names are lost on the resulting mesh. We should at least transfer the first slot name found for a given material.
See UDN for more details.
We don't have a good way to test this without a debugger or doing some Blueprint changes.
So here is an easy way to test this in Bluerint:
Result: The "Output Log" window is filled with "VisLogBP: LogText: 'None'" showing that no slot name is present on the merged mesh.
Expected: The "Output Log" window shows:
VisLogBP: LogText: 'M_UE4Man_Body'
VisLogBP: LogText: 'None'
VisLogBP: LogText: 'M_UE4Man_Body'
VisLogBP: LogText: 'None'
VisLogBP: LogText: 'One'
VisLogBP: LogText: 'Two'
VisLogBP: LogText: 'M_UE4Man_Body'
VisLogBP: LogText: 'None'
VisLogBP: LogText: 'One'
VisLogBP: LogText: 'Two'
VisLogBP: LogText: 'M_UE4Man_Body'
VisLogBP: LogText: 'None'
VisLogBP: LogText: 'One'
VisLogBP: LogText: 'None'
VisLogBP: LogText: 'Two'
VisLogBP: LogText: 'One'
VisLogBP: LogText: 'None'
VisLogBP: LogText: 'Two'
Indicating that the SlotNames were not lost during the merge (slot names at 'None' were already set to 'None' before the merge).
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-90561 in the post.
1 |
Component | UE - World Creation - Worldbuilding Tools - Merge Actor |
---|---|
Affects Versions | 4.24 |
Target Fix | 4.26 |
Fix Commit | 12154490 |
---|---|
Main Commit | 13490434 |
Created | Mar 12, 2020 |
---|---|
Resolved | Mar 12, 2020 |
Updated | May 21, 2020 |