I am aware of that. But just like the rest was reverse engineered, LODs could be too. As a matter of fact, someone with Maya could set up basic scene with LODs, export it and devs would see what’s going on in the output FBX. Then replicate it with Blender via grouping or somehow else.
I’m pretty sure this is possible. I don’t see the issue after reading the document, besides the auto assigning of lod. You just export all of your lod meshes in 1 fbx and setup the LOD group in Unreal.
That’s what every one who uses Blender with UE4 is doing now. That’s a horrible workflow.
If I have 100 pieces of geometry and each has 4 LODs, can you image time required to set all that up!?
With LOD groups supported by Blender FBX an artist not only saves crap load of time, but can literally make level in Blender, export into 1 FBX, import into UE4 and do minor tweaks using its batch tool.
Not really. I use decimate modifier. Even LOD took more time to make, it makes matters even worse as not only artists have to spend time making LODs, but also export them and set them up.
So there is no excuse for not having LOD groups export for FBX exporter.
Just need someone with Maya to make a test case, and Blender devs to implement it.