Unfortunately that won’t help my case. I disable ticking on actors even when they are very close to the player. For instance for building pieces of player bases. Then i wake them up for certain events like taking damage or animations (like doors opening etc) before putting them back to sleep.
So what can occur is the tick gets disabled when a player is far (so lowest detail LOD is enabled), then they can walk right up on the mesh with it still in low detail, and it won’t swap to the high-detail unless one of the the “waking” events happen.
This can also happen the other way, whereby high-detail LODs get pause by the tick disabling, and then when the player moves far away, it’s stuck rendering the high detail mesh.
I guess i can run regular radius checks from the player view and force no-ticking actors to update their LOD, but that just seems gross…