Set LOD based on distance.

For anyone reading through this, I have tested the fix and it does in fact fix the issue, but only with static meshes unfortunately. I actually never saw this issue with static meshes in my game, since I just don’t really have any static meshes with LODs. Where I am seeing this issue is with foliage, that’s where LODs are most important.

Foliage are not static meshes, they are HISMCs, and HISMCs have their own LOD calculation that was not touched by this fix :frowning:

So HISMCs still show different LODs per eye. What I’m often seeing is that left eye shows a mesh, and right eye shows the billboard of the foliage, which is extremely visible since the difference is so huge. This was entered as Unreal Engine Issues and Bug Tracker (UE-43763) I think, its not public though, if anyone could make it public that would be nice.

Still request this feature… we are doing some multi screen projects, and the LODs on adjacent screens are different for one object since they are always not the same screen size on different screens… Or could anyone give me some direction which part of the code I should look into? Thanks very much!! :smiley:

I’m running HP Reverb, which has the highest resolution on the market currently, and even if I put everything in lod group HighDetail, it still looks super jaggy, so I have to run with LODs off, which is terrible for performance in a datasmith imported CAD scene.

Am I missing something has VR technology moved forward faster than Unreal has had time to catch up?