If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect.
Note: This only seems to occur if the camera is far enough back to cause the mesh to set LOD 1 or higher. If it is close enough to be LOD 0, the mesh will not flicker and appear as LOD 0.
1. Open editor (any project)
2. Import a mesh with LODs
3. Create a new blueprint
4. Add a hierarchical instanced static mesh component
5. Assign imported mesh to the hierarchical instanced static mesh component
6. Press + under elements to add one element
6. Create the event graph in the attached image
7. Place a copy of the blueprint in level
8. Press PIE and look at mesh
Results:
If the mesh is far enough away to cause LODs to switch, it will begin to flicker between the two LOD states.
Expected: The mesh will grow and only change LODs if the camera is far enough away from the camera. The LOD will only change on distance and no flickering occurs.
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0 |
Component | UE - World Creation - Worldbuilding Tools - Foliage |
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Affects Versions | 4.7.6, 4.8, 4.9 |
Target Fix | 4.10 |
Created | Jun 3, 2015 |
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Resolved | Aug 26, 2015 |
Updated | Apr 27, 2018 |