CRITICAL - LODs in game do not reflect what we adjusted in Engine and appear EXTREMELY low quality.

Since today’s update ALL of the LODs we have setup are completely ignored when launching game and appear really low quality. Making our games look bad.

This is not the first its happened and is getting really hard to make games look good with issues like these.

Picture 1 - In Game:

Picture 2 - In Engine

Why they do this to our skull :frowning:

Rynex literally spent a FULL DAY setting up LODS, just for it to look like this. Hope this gets addressed!

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This, it’s really annoying doing it once, but having all your work thrown away due to an update is unacceptable.

Having the same issue, can’t setup LODs, they all are fixed on a minimum triangle count and can’t change them…

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Is this what the skull looks like in UEFN, or only in-game? If it doesn’t look like this in UEFN, can you check if you are using SM6 or SM5 preview mode? If SM6, can you toggle to SM5?

Then if you could open the Static Mesh Editor for that skull mesh, and post screenshots of each LOD, that would be helpful.

This is what everything looks like, having DX12 both in game and engine.

Here’s the screenshots of each LOD for the skull, even though every asset is affected:

LOD0:

LOD1:

LOD2:

LOD3:

sorry, I need to see the screenshots of the entire window, in particular the stats in the top-left of the viewport. Also the Nanite settings in the right bar.

Sorry about that, here’s the full screenshot of LOD0:

What’s confusing us the most is that the assets appear to be ignoring Nanite, which was forced on us in 24.01 (Still hate this change and think is a really bad thing for everyone)
And everything appears to be using some broken LOD settings.

Edit: This appears to only be happening by Launching Session in the latest patch, our Live version of the map still has the correct LODs.

Ok, can you (1) switch to SM5 in the Editor, by toggling the Preview Rendering Level like in the video below and then (2) check the different LODs in the Static Mesh Editor using the LOD dropdown (as below). Are any of those LODs exactly the mesh you see in the game (ie same pointy top?). Note that you will only see the different LODs properly if you are in SM5.

Also, on SM6, could you put this skull in the center of the viewport and take a screenshot of the Nanite Overview visualization mode (in the level)?

Based on your screenshot above, the auto-generated LOD0 mesh used when Nanite is not being used has the same tri count as the Nanite mesh. So, you would not see a difference in LOD0 in the Editor regardless of whether or not Nanite is enabled.

What I am trying to figure out via these questions is if you are seeing one of the existing LODs in the game, or if you are seeing Nanite. Unfortunately there is no real way to tell this for certain in-game, we have to infer it from what you see in the Editor.

Sure, here’s what LOD3 (the last one) looks like, not remotely close to what we see in game.

LOD3:

Overview Nanite Visualization:

I know that LOD0 will be the same with Nanite on or Off, I was just bringing up Nanite because all these issues started happening when Nanite was enabled.

I don’t think this is Nanite due to the huge popping that does not resemble the Cluster method that Nanite uses, but I know for sure this is not one of the LODs we’ve made.

Ideally we would want to be able to choose whether we want Nanite on or off, and I’m going to keep bringing this up, due to the amount of issues its caused us so far.

my map!
:face_holding_back_tears:

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I don’t import custom LODs for my meshes, I just use the Mesh Editor settings and when selecting any other LOD than 0 it defaults the triangles to a minimum.
Example in screenshot for LOD 1, it should only keep 50% of the triangles, which should be around 14k but is stuck at 64…lol
Also it doesn’t preview the LODs made with the Mesh Editor which is very annoying…

Yes, with Nanite on (ie SM6), the Static Mesh Editor will not show the selected LODs. If you toggle to SM5 it will work.

You can use the LODManager Tool in Modeling Mode to see the LODs for an (imported/modeled) asset regardless of whether Nanite is on or off.

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Hey @Rynex_FNC, could you post a screenshot of the Graphics Settings set on the Client?

Hey Tiago, it happens on any settings.

happening to me too

A screenshot of the “Graphics Quality” section in a client session with this issue would still be helpful to discard some possible causes of this issue.

Here you go:

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Hi Rynex_FNC, Thanks so much for reporting this issue! We have identified the underneath problem and are working on getting a fix out as soon as possible. We knew enabling Nanite for UEFN beta launch was going to bring some issues but we still needed to do this because things would have been a lot harder if we enabled it later, this is the best solution in the long run. We will put all our effort into fixing outstanding issues to provide an optimal experience ASAP. Thanks again for your great help!

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Hey Juan!
Thank you so much for the update! Really appreciate it.
I was actually wondering if enabling Nanite is supposed to be final or if we’ll be able to disable it in the future? We’d rather not have it on in our game due to some technical reasons, and we’d love to have the option to turn it off.

Thanks again!