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Known issues and limitations

Loss in texture resolution

Simplygon currently relies on material flattening to pre-bake the Unreal Engine material into an intermediate material. This is done using the material flattening process. This results in a new set of textures that are then used by Simplygon during its baking process. Since both material flattening and Simplygon using the same output resolution, which is usually lower than the source textures combined, this can results in slightly fuzzy looking textures if viewed at close distance. Ideally, material baking should be used for far away meshes.

Distributed processing progress

When using distributed asset building there is unfortunately no support for getting progress from FastBuild or Incredibuild. However, for Incredibuild builds you can use the monitoring application provided as part of the package.

New UV generation limitation when separating trunk and foliage

Currently, when using the Billboard Cloud Foliage Pipeline with the setting Separate Trunk and Foliage checked, the number of UV's on the source asset has to be less than MAX_STATIC_TEXCOORDS (where MAX_STATIC_TEXCOORDS is an engine constant, default set to 8). The reason for this is that these settings requires us to keep both the source UV's (for the kept trunk geometry) and generate a new set of UV's for the foliage part. These combined can't be larger than the maximum set of UV's allowed.

LODGroup to LOD Recipe Conversion

LODGroup to LOD Recipe conversion is not currently provided. However with python scripting available technical artist should have tools available to easily write a script to map LODGroups to LOD Recipes.