Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 regardless of the minimum LOD, which can cause rendering issues.


A proposed fix for this is to set:

int32 MaxLODIndex = MinLodIndex;


Steps to Reproduce

See [Link Removed]

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ComponentUE - Anim - Rigging
Affects Versions4.224.23
Target Fix5.0-m6
Fix Commit15676600
Main Commit15676600
Release Commit15675888
CreatedAug 12, 2019
ResolvedMar 11, 2021
UpdatedNov 30, 2022