Here is the mesh in question:
It has no LODs, and nanite is not enabled.
When the mesh is used as a static mesh component of another actor it undergoes strong simplification when viewed from even small distances. The static mesh actor, when viewed from the same distance has no such problem.
Viewed from ~500 UUnits
(Actor on left, component on right)

Viewed from ~1000 UUnits
(Actor on left, component on right)

I want the static mesh component to be of the same quality as the actor, but none of the setting’s I’ve played with have resulted in this. The only difference between the default static mesh component and the one being used is that the one being used has shadows disabled.
I would appreciate any help on this issue.
