It’s happening with a single kind of tree from speedtree, it changes in too quick regardless what value I input or letting it set to auto, also in the viewport it seems to change between 3 kinds of LOD where as in the asset editor it shows only one.
Are you able to provide the asset that is causing the issue or was this an asset from any of the Marketplace packs?
If it’s from the Marketplace packs can you list which one and the name of the asset that is causing the issue?
Without being able to change LOD setting in the Static Mesh editor it will more than likely use the auto computed LOD distance settings if this is in fact a bug.
Thank you for providing the asset, however I was not able to see the same things you’ve described.
I’ve made a video to help demonstrate what I’m seeing on my end from import to setting the LODs.
In this video, when I import, I use the option for “Both” to include billboards and 3D LODs. I don’t change any other settings.
Once I open the static mesh editor I can take a look at the LODs and set the screen size for each at which point the LODs should change. I always set the base at 1.0 since this is the full resolution of my mesh and then I start moving the camera back to change the screen size for the next one based on where my Current Screen Size in the top right indicates. This is how you set how quickly the LODs change. This is determined fully by their screen size.
I also tried reimporting the tree but could not get the crash you’ve described.
Tried in a new project and it’s working now like you’ve shown, but on my main project it just shows lod 0 in the editor, something must have gone wrong when importing and I guess deleting it and importing again instead of reimporting will fix, I just didn’t want to have to replace all it’s instances. I tried changing between auto and manual again and now it even glitched the model (see at 1:00 - YouTube ), also this time when trying to reimport instead of a quick crash it loaded for a long time and crashed with a message of windows compatibility, with a notice on the corner saying that it’s compatible with a 4.4 project (3:59 in the video). Thanks again.
Thanks for the video. I can see that there is something going on, but without being able to reproduce on my end this makes it difficult to offer concrete suggestions or report a bug.
I have two suggestions really.
Import the static mesh into a new or different folder. This would just be a new import and wouldn’t directly replace the old mesh. See if this imports correctly. If this imports correctly delete the other mesh and when it asks you to replace the references, select the newly imported palm tree that’s (hopefully) working.
The next suggestion is one you already suggested yourself. Delete the mesh. Then select the folders associate with the mesh location and right click > Fix Up Redirectors. Once that completes, reimport the mesh and see if this works.