LOD bias for Static Meshes?

We are making a project that we want to run on everything from smartphones to high end Oculus setups. UE4 has great scalability settings, like adjusting rendering settings through the DeviceProfiles ini. I’ve found how to set a Texture LOD bias (don’t want too many 2k maps on an iPhone), but I’m stuck on static meshes. How can I get the engine to discard LODs based on the device we are targeting? I guess I could program it manually, but I really don’t want to do that. Thanks.

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The best option for this is to use platform overrides for min LOD & screen size (by unchecking “auto compute LOD distances” and expanding all LODs by checking the “custom” checkbox in the LOD picker section).

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There’s the r.StaticMeshLODDistanceScale console variable. This doesn’t work for instanced static meshes - if you have those, you need to call SetLODDistanceScale on each component.

Figured I’d add to this post because @JonathanArmstrong’s reply is not the only way to do things.

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