Highest level LOD disappears when approaching mesh

If you create a static mesh with multiple lods, then set the Engine Scalability settings to Medium, the highest LOD doesn’t render, so the mesh simply disappears as you approach it. Surely one of the lower LODS should continue to render in this instance.

Binary Build - Version 4.0.1-2027741

Hi mungobob,

We have thus far been unable to reproduce this effect. What are your system specs and can you provide detailed reproduction steps for me to achieve this result. Thank you!

Ok, so I’ve just reproduced it in 4.0.2 using the following steps.

Create a new empty project with starter content.
Go to the shapes folder and export the cube as an fbx.
Double click on the cone to open the static mesh editor
Add the cube fbx as Lod1, and set the distance to 1000
Go back into the editor and confirm that the lod switching happens as expected.
Under Quick Settings->Engine Scalability Settings set the view distance to ‘near’ (or anything other than epic)
In the editor the cone now switches out much closer, but the cube only switches in at the same distance as before, so there is a region where neither is shown.

I’ve upgraded my gfx card since I first saw this so I doubt it’s related, but in case it is, it’s a GLX 750. Windows 8.1 64bit.

Hi mungobob,

With your reproduction steps I was able to successfully reproduce this effect. Thank you! I will attach this and my findings to a report to be assessed. Have a great day!