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.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-219726 in the post.
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Component | UE - Graphics Features |
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Target Fix | 5.6 |
Created | Jul 19, 2024 |
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Updated | Jul 23, 2024 |