City Sample Popping LOD

Hi guys,

I’m doing some RnD and rendering out sequences of the city sample.
So far so good but the very last shot I’m doing is a wide of the city from a heli/drone pov.
There are a couple of building to the lower left of the frame that seem to pop or drop down to a lower LOD and the change is ver noticable. It’s only a particular area and the same buildings so it might be that particualar tile but I’m not sure.
I’ve been trying to figure out how to address the issue but the asset seems to be handling LOD’s in a unique way.
In addition I see that UE5 has a siginificantly different way of dealing with LOD’s so I’m having a tough time finding a solution.
I’ve messed around with the nanite settings, the LOD group settings and also tried to revert back to the old LOD workflow but I suspect there is some blueprint fudgery going on.
Can any body shed some light on this subject for me please?
The new workflows seem super powerful (HLODs, partitions, data layers etc) but it’s all quite a lot to wade through.
Thanks!

3 Likes

Can I bump this! I’m trying to render out a sequence and it’s crazy that Unreal forces LOD settings on high quality cinematic renders. i have no need for it :frowning:

I’m having the same issue ! With this antenna being nice in viewport but turning into a lowpoly model as soon as I hit the render button


Same issue here!

same here…