It looks like something may be causing the texelratio to be wrong for your meshes. The engine tries to figure out the average texel density on the UV layout to figure out what resolution is needed at various distances. Sometimes this can indicate actual problems with the mesh, such as a hidden group of microscopic polygons. Other times it could be an import/export problem of some kind. I have had to tweak the Streaming Distance Multiplier to be higher on many objects over the years. I usually try not to feel too bad about it, but usually I don’t have to make it 100x higher.
Also sometimes we have to increase the Streaming Distance Multiplier for characters because textures can be so slow to load on console DVDs. So we trick the engine into starting to load them much sooner than they would otherwise have to using this setting. If you are having persistent problems with this I will find the email address where you are supposed to send issues to. Maybe we can get it debugged.