Instanced Hierarchical Static Meshes do not account for scale when picking LODs based off screen size. This is apparent when you have large variation of scale sizes between the same mesh.
RESULT
The larger mesh will change LODs while not taking into account it's true size on screen.
EXPECTED
The larger mesh requires the player to get further away before it changes LODs since it is much larger.
Head over to the existing Questions & Answers thread and let us know what's up.
29 |
Component | UE - Graphics Features |
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Affects Versions | 4.18 |
Created | Jan 30, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |