Description

When calculating LOD for instances on GPU in NaniteCullingCommon.ush we use:

float RadiusSq = length2(LocalBoxExtent);

This doesn't exactly match the CPU logic for static mesh component LOD selections.
We would need to pass up and use the radius squared of the original bounding sphere.

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Backlogged
ComponentUE - Graphics Features
Target Fix5.6
CreatedJul 19, 2024
UpdatedJul 23, 2024
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