Cascade particle system LOD

I am trying to permanently set an LOD for all instances of a particle in game. I have been following some online documentation like this one:

Particle System Level of Detail (LOD) | Unreal Engine Documentation

I may be thinking of this incorrectly, but I’m assuming you can set a particle LOD permanently the same way you can set a texture or mesh.

According to this doc, I can set an LOD to be the only LOD visible depending on distance. So, in this example, if I want to use LOD 7 only, and set everything else to be way beyond what the character would ever see, doesn’t that mean the particle should always display at LOD 7? FYI, my game is top-down, so there would literally never be an instance of this particle rendered at a greater range than what is shown. Am I missing something altogether?

I actually think it’s the inverse of your assumption.

So, when the camera is 10,000 units away, it searches for the next highest (lowest) value. So, LOD(6) won’t kick in until 10,000+.

The best thing to do would be to remove all the other LODs. (I work in 5.x, so the workflow of 4.x is unfamiliar to me… in fact, SCREEN SPACE is used for LODs now, not distances.)

Okay that makes a lot more sense. fiddling with it in the other direction i have made some progress.

i am also in 5x. i started searching for info on screen space regarding particles and I’m coming up short. Is it because it’s more used for niagara?

I don’t fully understand what you mean, HOWEVER, if you go into the STATIC MESH settings of the meshes that you use for the Niagara/Cascade particles, you can edit the LOD behavior there:

Click “CUSTOM” to expose the available LODs.

Then search for the “SCREEN SIZE” to adjust the LOD-Picking behavior.

To add LODs, check the “LOD SETTINGS”:

NOTE: “Auto Compute LODs” must be disabled to customize the screen spaces yourself.

Genuis! Thank you!!!

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