Description

HLOD state is not cleared when moving to a scene without HLOD so primitives may read the state from the old scene and incorrectly cull objects. The safe fix is to clear the HLOD state maps when the LODTree is inactive.

Steps to Reproduce

Swap between a level with HLOD and one without, objects may re-use the stale visibility state as it is not cleared per level.

Unknown repro rate.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-64432 in the post.

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Fixed
ComponentUE - Graphics Features
Affects Versions4.20
Target Fix4.21
Fix Commit4432540
Release Commit4432540
CreatedSep 25, 2018
ResolvedOct 5, 2018
UpdatedOct 12, 2018