Ok, made a simple BP with a static mesh with 3 lods:
- base/0: cube, screen size 1
- lod 1: cone, screen size .5
- lod 2: uv sphere, screen size .25
In viewport and PIE lods behave correctly, while in VR i need to halve lods screen sizes to have the same behavior.
I suspect this is due unreal rendering the scene twice before sending final render to hmd, so the actor occupy twice the screen size in the end.
Changing screen sizes value from bp on On Begin Play event its not an option, since those values are not exposed to bp.
Could make a second static mesh with the correct values and swap them on the On Begin Play event, but this workaroung still looks awful to me.
Anyone else found this problem during development? Any solution?