Shamefully lazy: (ab)using 4.14's auto LOD creation tool

So, I have something to confess.
Lately I’ve not been counting my tris and verts as much when creating assets for my UE4 worlds.

I import, and let the auto LOD tool create a slimmed down version of the asset and set that LOD to the default (through the Minimum LOD setting). Consequentially I’m never showing the higher poly mesh.

Besides probably not being a best practice, what are the main concerns using this “technique” ?
Is the original/higher poly mesh really never used/rendered by the engine? I’m mainly building for VR, so I can absolutely miss high poly meshes being pushed through any render thread.

/end confession.

If it looks OK then that’s fine, but that doesn’t give as good of results as if you reduced the polygon count yourself.

thanks!
So the higher poly is not in any way being “rendered” in any thread whatsoever, correct ?
I know it’s not a best practice , but I’m pretty amazed by the good results I was getting with this “technique” and sometimes I just don’t have the time to do everything the right way (especially for proof of concepts that need to be pushed out fairly quickly)

Make sure you don’t use that high poly model for complex collisions. Also package size/loading time may increase even thought you would never even see that highpoly model in game.

good points on both collisions and packaging size
thank you for chiming in

I wonder if you could export the resulting tweaked model, then reimport it. Then you could avoid the above problems.

Just adding here that after build under Primitive Stats the full tri count shows up.
So not the min lod tri count. (see screenshots: I set min lod to two, showing 1531 tris for the rock, but the Primitive Stats still show the 13.5k tris from the original un-lodded mesh)

So the only con is basically larger size of the project?