From licensee:
When the player pawn teleports inside a structure that is a HLOD, the dithered HLOD fading transition is not properly reset so we can see it re-starting to fade, from the inside.
Our fix was to add in FLODSceneTree::Update(FViewInfo& View), after the if (bIsDitheredTransition && !bForcedIntoView)
{..}else
{...}part, the following:
if (View.bPrevTransformsReset)
{ // Transforms are now up-to-date, // so bWasVisible needs to be the same as bIsVisible, otherwise, // next frame will try to fade again. NodeVisibility.bWasVisible = NodeVisibility.bIsVisible; NodeVisibility.bIsFading = false; }There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-204747 in the post.