I have a project where I am randomly moving a simple actor around with a SceneCaptureComponent2D attached and capturing sequences of images. The area that I am using is rather large (around 2km x 2km). It contains a landscape and foliage. I am trying to capture these images as fast as possible.
The issue:
Sometimes the landscape does not load in time before capture. This causes the mesh to be rendered as flat steps instead of a smooth surface. Currently I am relying on a time delay before capturing but it seems very inconsistent. Is there a way to detect what LOD a mesh is using and using that as a trigger instead? Or is there some optimization that could be done to make the loading faster?
Edit:
I’m thinking this is caused by something else entirely. Even with an increased (10 second) delay between moving and capturing, the issue still remains. The same artifact cannot be reproduced by r.ForceLOD. Maybe there is something else that drives the terrain rendering? Is it because the game doesn’t consider my actor a player or something like that?