In Unreal Engine 5.6, adjusting the Landscape LOD Distribution settings—specifically setting LOD 0 Screen Size
to a high value like 10.0
with LOD 0
and Other LODs
set to 1.0
—results in incorrect LOD behavior. While the primitive count looks optimized from far distances, it significantly spikes to extreme values (e.g., 10,000k) when the player character gets close to the landscape. This behavior did not occur in previous versions(5.5.4) and appears to be a regression. This also effects all the lod optimizations to increase landscape performance. I have already submitted a bug but don’t know will it be seen soon so i submitted this post in case it got solved fast.
Hope it gets fixed fast as it is important for me as i mainly develop for mobile and it helps a lot!