Facing a Landscape LOD issue only on Android.

In PC Preview, Landscape LOD works correctly. When the player/camera is near, the terrain uses the detailed mesh. But on Android Preview and packaged Android device build, the Landscape stays in a lower/simplified LOD even when the player is standing very close.

If I set:

Landscape → Max LODLevel = 0

the terrain becomes correct/high-detail on Android. But this forces LOD0 everywhere, so it is not a proper mobile solution because performance/heating will be bad.

Current setup/tests done:

  1. UE5 project, Android target.
  2. Landscape Nanite is OFF.
  3. Landscape HLOD disabled / Include Actor in HLOD unchecked.
  4. Desired Max Draw Distance = 0.
  5. Max LODLevel = -1 normally.
  6. Tested Max LODLevel = 0; fixes visual issue but disables LOD reduction.
  7. LOD 0 Screen Size tested around 0.5 / higher values.
  8. Use Scalable LOD Settings tested OFF.
  9. Android setting “Stream landscape visual mesh LODs” tested.
  10. Works in PC Preview.
  11. Fails in Android Preview and packaged Android device build.
  12. Material/layer setup was also simplified/tested; issue still looks like geometry LOD mismatch, not just material.
  13. The issue is visible in sharp landscape/cliff areas: PC keeps the proper shape, Android shows a simplified/flattened mesh.

Question:

Why does Android not switch the nearby Landscape component back to LOD0 when Max LODLevel is -1?

Is this an Android Landscape visual mesh LOD streaming issue, Device Profile override, OpenGL/Vulkan renderer issue, or a known UE5 mobile Landscape limitation?

What is the correct production fix without forcing Max LODLevel = 0 globally?

help with my latest problem. ty