Hi there, I’m working on a small VR project in which I use the UE4 VR Template. When I teleport to a certain location I can see how the LODs of my hierarchical instanced static meshes (here some cliffs) start popping in with some delay. You can see how the engine is trying to catch up with my teleportation and then blends the different LOD into each other. This probably makes sense if you are moving linear as in a normal non vr game. Is there an option to change the speed of the LOD blending so that the right LOD is immediately there after I teleported? Or any other solutions for this immersion breaker?
Edit: Ok, I should have made some more research before writing this post. Sorry for that. It seems like these slow LOD transitions are specific for HISM. If I use normal static mesh actors this is not a real issue when teleporting. Second problem: No LOD specific lightmaps for HISMs, which make this solution unusable for my project which has only baked lightning. So I think I just go with static mesh actors. @motorsep: Sorry for this noob question: But where can I disable LOD dithering?