Hi, guys. I’m experience some odd situation with foliage LOD based on Screen Size settings. I’m coming from 4.14.3.
In 4.14, the Screen Size settings that I manually set for my foliage always behavior the same way both for static meshes and foliage/grass system:
(static mesh actors on the left, foliage instances on the right)
Now in 4.16 (actually in 4.15.3 too) the Screen Size values not only behavior differently scale-wise (which forces a manual adjustment when migrating content) but also behaviors differently between Static Mesh Actors and Foliage/Grass system. It looks like a different scale is being used on each case:
(static mesh actors on the left, foliage instances on the right)
(notice how LOD 1 Screen Size 0.9 makes it start appearing way sooner when it’s a static mesh compared to foliage painted instances)
(A smaller Screen Size for LOD 1 makes it start to appearing farther from camera for the static meshes - which makes sense - but barely affects the foliage instances)
(bellow 0.5 it starts to affect the foliage instances more and more and they eventually match the static mesh actors LOD 1 distance far away from camera)
I design my foliage with LOD 0 being optimal for a really short distance (nothing more than 3~5 meters from camera). 4.16 is killing the performance on my foliage scenes because it looks like something is forcing Foliage/Grass LOD 0 to always populate something around a 10~15 meters from camera no matter what Screen Size value I use. Is this a bug or it’s supposed to work like that (for some reason I didn’t understand)?