AddEntities function spawn mesh with their lowest LOD group

Summary

I imported a mesh to be spawned with scene graph through the AddEntities function but it will always spawn the lowest quality version of the Mesh. Here is the sample code to spawn in the mesh.

spawn_entity_component<public> := class<final_super>(component):

    @editable ParentEntity : ?entity = false

    OnBeginSimulation<override>():void =
        (super:)OnBeginSimulation()
        Print("OnBeginSimulation")

    OnSimulate<override>()<suspends>:void =
        if:
            PE := ParentEntity?
        then:
            PE.AddEntities(array{Prefabs.ImportedMeshPrefab{}})

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

  1. Import a mesh in the content drawer.
  2. When prompted for FBX import options, set Static Mesh LODGroup to None.
  3. Once imported, open the mesh’s editor and set the number of LODs to 5
  4. Create an entity prefab with a mesh component referencing the imported mesh
  5. Create a class that spawns an entity. (See sample code)
  6. Create an entity prefab and add the spawn entity component.
  7. Reference the same entity with the spawn entity component on the ParentEntity editable.
  8. Put the prefab with the spawn entity component in the world.
  9. Launch session and observed spawned mesh behavior

Expected Result

The spawned mesh should behave with normal LODs depending on how large the mesh is on the player’s screen. (e.g LOD 0 if the player is close to the mesh, LOD 5 if the player is far from the mesh)

Observed Result

The mesh will always spawn with the lowest LOD, in this case, LOD 5.

Platform(s)

Windows

FORT-984785’s status has changed to ‘Ready for QA’. A member of the QA department is investigating the issue.

Just came across this recently so im having to have only 1 LOD on all spawned meshes that are using the mesh_component

100% repro

This might also only be on PC

Bump

@Flak

Will this be looked at or should i use bpp and spawn them for things that would be the biggest impact. I feel just getting some guidance from Epic to know if i should add measures in place to make my game better performant would be at least something so i know what i must do.

This was reported in September 2025 and is a main performance thing for games especially mobile and its directly related to Scenegraph only.

I don’t have an issue changing some of my system to use bpp if i know it’ll be months before its fixed its just knowing that would be good.

Same issue :cry:
Any workaround?

Using a bpp instead of sg prefabs but then whats the point using sg in the first place :frowning: they need to fix this asap

1 Like

Bump