I have tried r.StaticMesh.MinLodQualityLevel set to 2 to test if it works, but it appears to still use my LOD0 meshes.
Is there perhaps something that is overriding this? Maybe I need to set something else as well?
I have tried r.StaticMesh.MinLodQualityLevel set to 2 to test if it works, but it appears to still use my LOD0 meshes.
Is there perhaps something that is overriding this? Maybe I need to set something else as well?
Running into the same thing, calling console command r.StaticMesh.MinLodQualityLevel
seems to have no effect on any of the meshes in the scene.
Did you manage to find any solution?
Ah, figured it out:
UseStaticMeshMinLODPerQualityLevels
in your Project SettingsQualityLevelMinLOD
in the StaticMeshes.You can find relevant code for it in UStaticMesh::OnLodStrippingQualityLevelChanged.
Thanks! I had noticed that this indeed works, and is visible when using Mesh LOD Coloration debug view mode. That CVar r.StaticMesh.MinLodQualityLevel
is disabled, by default, and has to be explicitly assigned a value. PerPlatformMinLOD did not have this issue, and switched automatically when the preview platform is changed in-editor.
One issue Iām now facing is that it only seems to be working for PC but not other platforms. Would you happen to know of a fix?