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Editing mesh directly in unreal in any way breaks all materials (plane cut, fracture, etc)

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I’m using the UE 5 built-in tools to edit a mesh and as far as I remember it worked once, and now when I try to do it again it just breaks all the mesh rendering (don’t know if it’s about normals or UV map etc)

What I want (worked once):

  • I have some meshes which look really fine (Oak tree from Mawi United - RealBiomes) that I want my player to cut with an axe. So I cloned it to be sure to keep the original meshed untouched.

  • So I want to plane cut my tree to split it in X parts, and then I want to take each part and add some fracture to it.

  • I have created a blueprint to manage all the rest (tree falling, etc) and it worked fine. However the result is not exactly what I wanted so I want to do it again with a fresh new mesh.

Step 2 (never worked) :

  • I take the same original mesh, I clone it, and now every single edit i do on it breaks all the materials.

Here’s my original mesh which is fine :

As soon as I try to plane cut the preview looks like this :

And even if I skip the plane cut to try to just create the geometry collection for the fresh mesh I have this :

As it worked once I tried a lot of things like :

  • reinstalling the whole engine (5.3), did it twice
  • removing all cache and configurations (AppData etc…)
  • tried on 5.2, 5.3, 5.4 with each time a fresh new project with just the assets I needed
  • disabling nanite

I thought it could be a mesh issue, but as it worked once, i know it can work. So i’m wondering, what the hell i’m doing wrong ? Or maybe what the hell is the engine doing wrong ? I don’t know but please if someone knows this issue and have a solution i would be really thankful !

Processeur 13th Gen Intel(R) Core™ i7-13700KF, 3400 MHz, 16 cœur(s), 24 processeur(s) logique(s)
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NVIDIA GeForce RTX 4070 Ti - driver 552.22 (04/16/2024)

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