LODs for large structures out of Blender

I have this large static mesh I made in blender and pulled into UE4 as one Static Mesh Asset. I’m trying to figure out out to do LODs because it’s currently taking up an insane amount of memory from loading all of the textures/materials. The entire level will happen in the fort static mesh

I’m not an LOD expert… but this is the issue I believe I have. I can set up LODs based off screen size for the entire Static Mesh… but the problem is, I want it to be LOD 0 when you are right next to a wall etc. The issue is though, it seems to be an “all or nothing” approach. I can’t seperate the further parts of the fort to be a lower LOD - because it is all using the same screen size. So since the player is always in the fort, a portion of the fort will always be LOD 0, thus the entire fort will always be generating LODs at maximum.
Do I need the break the fort into different pieces, so they all have their own LODs?
Or is there a way to make it so the further parts of the fort are lower LODs and the closer parts are higher LODs if they are all the same Static Mesh?

Or is there something I can do within the textures differently?

Split this into small meshes. Make it modular.

Never fight how unreal is designed, there are so many systems affected by small things like size of mesh. You save some time now, then you spend 10 times more fighting unreal way.

At some point you will need to optimize this anyway.

ya good call outs! I ended up just splitting it up into smaller pieces. And making an Actor that “joins” them all together.

For sure helped with being able to customize LODs a lot better!

Thanks for the help!

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