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:
- UE5 project, Android target.
- Landscape Nanite is OFF.
- Landscape HLOD disabled / Include Actor in HLOD unchecked.
- Desired Max Draw Distance = 0.
- Max LODLevel = -1 normally.
- Tested Max LODLevel = 0; fixes visual issue but disables LOD reduction.
- LOD 0 Screen Size tested around 0.5 / higher values.
- Use Scalable LOD Settings tested OFF.
- Android setting “Stream landscape visual mesh LODs” tested.
- Works in PC Preview.
- Fails in Android Preview and packaged Android device build.
- Material/layer setup was also simplified/tested; issue still looks like geometry LOD mismatch, not just material.
- 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?