Need a Constant LOD

Hi to all,

Need to use a single LOD on demand. In my Maya scene, have animated a car asset in Lowpoly, which the details can also be seen in HighPoly. Due to memoery size and to work faster, will switch the LOD as per requirement. In the attached “Image01”, have shown the two LOD’s from my Maya scene. Once I take these as skeletal mesh in fbx format to Unreal, cant use a single LOD with their respective resolution without changing screen size or triangle, etc.
To do that, have tested with a small cube from maya to Unreal, as 3 LOD’s in fbx format. Its working fine in Static Mesh editor, but in the viewport I’m getting full resolution of polygons . My reqiurement is whenever I need to switch the LOD, their respective resoultion of triangles/vertices has to be constant in the viewport itself. Someone please guide me to how to fix this.


Try selecting the asset that is placed in the world and in the Details panel, select the mesh component. Then under Rendering, you can set the Forced LOD Model there. Edit: Just saw this was a duplicate post and the other one had the same answer.)

@hyawatha15 Thanks a lot. That solution really helped me a lot and I’m the one posted in another page too. I would also like to know since I’ve tried the LOD in static mesh, but in skeletal mesh, if I try the LOD1, 2 as a separate fbx, importing like the above same process of static mesh, getting the error as “import failed”. Since I’m using the importing process of LOD’s like static mesh imports, seems I’m getting errors means the way I’m importing is wrong in skeletal mesh. Can you or someone please let me know process of importing LOD’s for skeletal mesh from Maya to Unreal.

Thanks in advance