Description

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.

Steps to Reproduce

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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Fixed
Fix Commit2669079
Release Commit2698752
CreatedJun 3, 2015
ResolvedAug 26, 2015
UpdatedApr 27, 2018