As Mark said, this isn’t something you can easily do out of the box, but if you want to look into it yourself I can give some hints to get you started.
The face and body LODs for a quality level are controlled by a set of blueprints under /MetaHumanCharacter/BuildPipeline, e.g. the settings for High quality are in BP_DefaultLegacyPipeline_High. There’s no way to add a custom quality level (yet), but you can modify one of the existing quality levels for your purposes.
If you open BP_DefaultLegacyPipeline_High and look at the Editor Pipeline -> LODs -> LOD Properties category, you can see there are properties that control which face and body LODs are used and their LOD settings. You can modify these if you’re comfortable with modifying engine content. The High BP uses the original body LODs, but you can look at the Medium blueprint for an example of how to use a reduced set of body LODs.
After you’ve modified these properties, you’ll also need to adjust the LOD Sync component setup in the actor blueprint to select the correct groom and clothing LODs. You can find the template actor blueprints for the different quality levels in the same folder, e.g. BP_MetaHuman_Legacy_High is the template for High.
Note that in the full quality, cinematic MetaHuman, each body LOD has two corresponding face LODs where the neck seam will match perfectly, e.g. body LOD 0 matches face LODs 0 and 1. In your LOD mapping, you have two face LODs (4 and 5) that map to the same body LOD (body LOD 2). None of our quality levels are set up like this, so you won’t have an example to copy from, but it should work if you set up the pipeline BP to generate body LODs 0, 2 and 3, and then in the LOD Sync Component make a Custom LOD Mapping entry for the Body component to map LODs 0-4 to body LODs 0, 1, 1, 2.
I hope this makes sense. I haven’t tested your specific setup with this method, but as far as I know it should work, and if not you should be able to debug it by putting a breakpoint in UMetaHumanDefaultEditorPipelineBase::BuildCollection.
Hope this helps!
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