When loading a static mesh asset created in an old version of Unreal (e.g. 4.10), all LODs have their Screen Size property set to the same value (approximately 1.5). This happens because the static mesh is accidentally flagging the mesh as needing legacy LOD distance conversion on serialize. Specifically the SetRequiresLODScreenSizeConversion method is setting the bRequiresLODDistanceConversion to true instead of the similarly named bRequiresLODScreenSizeConversion bool. The GetRequiresLODScreenSizeConversion method also references the incorrect boolean. This results in a double conversion, first from the legacy LOD distance, which is a deprecated property and will have a value of 0, this 0 value will be converted to 1 by the LOD distance conversion. Following this the legacy LOD screen size conversion will run, converting all LOD screen sizes from a Screen Area of 1. This results in a value of about 1.5 for each LOD’s Screen Size property.