Do this. Offset the mip with a scalar parameter, it’s the bias pin.
then modify the material instance with integers -1, -2, up to something like -5 for no mipping.
Note that this will cost performance if you go too harsh. Or at the very least it will eat a chunk of space for keeping the texture in memory.
normally for character hair -5 seems to work fine, it still disappears after a certain distance - all of this obviously depends on the alpha texture.
The more detailed the texture is, the more the mip process will make it blurry.
Ps: if you figure out how to get the grass to not pop LODs like popcorn just like RDR2 does you should make a tutorial. The game is damn amazing on all accounts of detail/performance and getting ue4 to perform the same with that kind of quality seems near impossible.
I’m not even sure the grass Has LODs to be honest. The only Popping you ever see you literally have to go out of your way to experience - railroad tracks, running along you’ll see seams slightly popping. Those also show you the avg. Distance of where the LODs should pop and cause you to notice them more. So, go check it at the risk of not enjoying the game as much