The Max Deviation setting for a static mesh LOD is never used for Mesh Reduction. This results in incorrect values for automatically computed LOD distances, because the calculation uses the Max Deviation value, which is not set correctly.
One thing that seemed to help was passing InSettings.MaxDeviation for the maxError parameter to the call to SimplifyMesh call in QuadraticMeshReduction.cpp's Reduce() function.
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That seems to work better for when the max deviation is the default setting of zero, but for other settings the ScreenSize is still calculated wrong
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-54689 in the post.
3 |
Component | UE - Graphics Features |
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Affects Versions | 4.18.3, 4.19 |
Created | Feb 1, 2018 |
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Resolved | Aug 18, 2021 |
Updated | Sep 19, 2021 |