LOD of Texture on Static Mesh is selected incorrectly when spawned in Sub-Level loaded by Level Streaming.
This issue does not occur with Editor play, only with Launch or Packaging and Play.
According to licensee's information, the "TexelFactor" of "FStreamingTextureLevelContext::ProcessMaterial ()" is incorrect and this seems to be due to "ComponentScaling" not being properly initialized.
There is a difference in behavior in the load setting of Level Striaming set in Level Blueprint.
Disable Make Visible After Load
Enable Make Visible After Load
There's no existing public thread on this issue, so head over toAnswerHub just mention UE-72514 in the post.