It’s been re-designed. Instead of allocating a separate budget per-component, there is a global budget assigned for all visible instances now. This allows for a much more stable render time.
The LOD system is controlled by the below cvars:
r.LidarPointBudget
Determines the maximum number of visible points on the screen. Higher values will produce better image quality but will require faster hardware.
r.LidarScreenCenterImportance
Determines the preference towards selecting nodes closer to the screen center. Useful for VR, where edge vision is blurred anyway. 0 to disable.
r.LidarBaseLODImportance
Determines the importance of selecting at least the base LOD of far assets. Increase it, if you’re experiencing actor ‘popping’. 0 to use a purely screensize-driven algorithm.