groom hair LODs work great in the preview and when just dragged into the world. But if used with a character it is always using LOD0.
This even happens in the metahuman example scene. Their groom’s hair has a great LOD setup but no matter the distance it is always LOD0. This really hurts performance with multiple distant characters.
I agree with you that something is wrong with groom LOD when bound to a character.
Though for MetaHuman, I made it works by modifying the ‘Forced LOD’ value from 0 to -1 in the LODSync component of the instanced BP_Ada (because in the actual BP asset it is already set to -1, must be an override in the sequence)
But I was not able to make groom LOD work properly in my sample project, though trying to do like in MetaHuman.
When not bound, it does follow correctly the LOD specs of the groom (screen size) but when bound to a SkeletalMesh it doesn’t respect the Screen Size specs of the groom, it still does the switch at some point, but a lot farther than it should.
Did anyone had that sort of issue ? Or a setup that works as expected ?
hi,
same issue here, i’ve just discovered that when i bind the hair to the skeletal mesh, the lod gets the actor screen size instead of the hair component, if i remove the binding it start to work correctly again.