unreal_generated_mesh_name - Not working consistently in UE4

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Joined: Jan. 2016
I have some digital assets that have various settings. Simple example is a dropdown with four selections, each one is a variation of a mesh and baked static mesh should be named differently.

To accomplish this I use arg() with the dropdown to set the name I want to use on the unreal_generated_mesh_name property.

Sometimes it works, other times it does not.

I have noticed two issues.

1) Sometimes the property value is not updated when changing the values.
2) Sometimes even when it changes when you bake the mesh it uses the last value that was in the unreal_generated_mesh_name

Here is the string I am creating

`arg(“Straight Elbow TJunction Cross Deadend”, ch(“corridor_shape”))`
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