Description

When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would previously have NOT rendered at all, to now always render instead of the other LODs.
Note that in 5.7 and 5.8 (tested on ue5-main @ CL 45707380), there is another bug that hides this issue: [Link Removed]

Steps to Reproduce
  • From an Unreal 4.10 project, import a mesh with multiple LODs
  • Turn off Auto Compute LOD Distances on the mesh
  • Set the highest LODs Screen Size property to 0
  • Migrate the mesh to an Unreal 5.6 project
  • Open the mesh in the Unreal 5.6 project
  • Observe that the highest LOD now has its Screen Size property set to 1, and now renders, instead of other LODs, when the actual on screen size is below 1.

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Unresolved
ComponentUE - Graphics Features
Affects Versions5.4.15.4.25.4.35.4.45.2.14.274.27.14.27.25.0.15.0.25.0.35.15.1.15.25.35.3.15.3.25.45.55.5.15.5.25.5.35.5.45.65.6.15.75.8
CreatedSep 11, 2025
UpdatedSep 12, 2025
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