UE4.9 does not hide last LOD - speedtree

Hello all,

This is a known issue that is currently being worked on. What is happening is the smooth transition between LOD’s is not transitioning very well. The system works and is being called however, what is occurring at different levels is LOD’s is being called at the same distance.

The work around is to enter in the console command foliage.ditheredLOD 0. This will forcefully move your LOD’s to the first LOD layer within the Hierarchical LOD system and be called at what value you set it to inside of your Static Mesh. In other words the system inside of the Hierarchical LOD system is having some issues at this point.

I will keep you all posted on it’s progress.

Thank you,