# Limitations, Recommendations, Workarounds & Tips
# Loss in texture resolution (limitation)
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 result in new set of textures that are then used by Simplygon during its bake 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 (limitation)
When using distributed asset building. There is no support for getting progress from FastBuild and Incredibuild. This is currently a limitation. For Incredibuild you can use the monitoring application provided as part of the package.
# New UV generation limitation when separating trunk and foliage (limitation)
Currently when using Billboard Cloud Pipeline with Separate Trunk and Foliage make sure to check the number of UV's on the source asset. It should be less than MAX_TEXCOORDS/MAX_STATIC_TEXCOORDS engine constant. Mainly as we keep source UVs when separating trunk which is derived from source geometry. While foliage geometry is a newly created geometry with new set of UVs.
# HLOD Settings (limitation)
HLOD settings are limited as HLODOutliner can not be extended through a plugin. So users are limited to the what is available. We currently do not plan to expand on this functionality for UE4. However, users can extend HLOD workflow through engine source modifications. The plugin provides helper methods(building blocks) for users to interact with Simplygon.
# LODGroup to LODRecipe Conversion (workaround)
LODGroup to LODRecipe 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 LODRecipes.
# DDC related issues (recommendation and workaround)
If your project previously used QuadricErrorMetric based simplification interfaces provided by Epic. Once you switch to Simplygon we recommend that you use LODRecipe that you flush your DDC. So any cached LOD data from before wont override Simplygon generated LODs. Once you are using Simplygon we recommend that you use LODRecipes.
# Exporting scene and pipeline (tip)
If you are experiencing issues. You go to Project Settings->Simplygon plugin and enable Debug checkbox and also enable Export and pipline and scene. This will allow you to enable exporting of scene and pipeline. The export path is ProjecDir/Intermediate/Simplygon
# Visualizing intermediate flattened textures (tip)
You can visualize the intermediate texture generated during material flattening process using the following console command. The textures are outputted to ProjecDir/Intermediate/Simplygon
MaterialBaking.SaveIntermediateTextures = 1