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]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-323803 in the post.