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proper grouping
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@@ -11,6 +11,7 @@ using CUE4Parse.UE4.Assets.Exports.SkeletalMesh;
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using CUE4Parse.UE4.Assets.Exports.StaticMesh;
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using CUE4Parse.UE4.Objects.Core.Math;
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using CUE4Parse.UE4.Objects.Meshes;
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using Org.BouncyCastle.Crypto.Engines;
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using SharpGLTF.Geometry;
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using SharpGLTF.Geometry.VertexTypes;
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using SharpGLTF.Materials;
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@@ -56,10 +57,13 @@ public class MonoGltf
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var lod0 = convertedStaticMesh.LODs.Find(lod => !lod.SkipLod)!;
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var i = 0;
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foreach (var section in lod0.Sections!.Value)
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{
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var configured = ParseSection(section, materialMap, lod0, lod0.Verts!);
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scene.AddRigidMesh(configured, group);
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var node = group.CreateNode($"{i++}");
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scene.AddRigidMesh(configured, node);
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}
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}
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else if (mesh is USkeletalMesh skeletalMesh)
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@@ -68,10 +72,13 @@ public class MonoGltf
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var lod0 = convertedSkeletalMesh.LODs.Find(lod => !lod.SkipLod)!;
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var i = 0;
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foreach (var section in lod0.Sections!.Value)
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{
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var configured = ParseSection(section, materialMap, lod0, lod0.Verts!);
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scene.AddRigidMesh(configured, group);
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var node = group.CreateNode($"{i++}");
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scene.AddRigidMesh(configured, node);
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}
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}
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else
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