Set material to mesh's LOD

Looking for a way to set material to specific LOD of static mesh with the script. The thing is that material I’ve created for foliage actors uses several static switches to control animation. They become disabled in material instances assigned to LOD1 and LOD2, while LOD0 has the most complex and detailed animation. I need to control some parameters in that material, but using CreateAndSetMaterialInstanceConstant() overrides all LODs and forces mesh to use the same material all the time, affecting performance in a bad way. Any ideas?

Is it possible to know which LOD of the static mesh component is active? Are there any variable or event for that?

Try PreviousLODLevel

https://wiki.beyondunreal.com/UE3:StaticMeshComponent_(UDK)#LODData

Tried to check it in Tick event, but this variable was always zero. On a bigger distance foliage actor just stopped ticking. Perhaps, I did something wrong?