I’m currently looking for the code that determines the LOD to actually render based on the screensize defined for an LOD and the actual screen size of the object depending on the objects bounding box. Like in the static mesh editor, in case LOD is set to auto, unreal changes the displayed LOD based on the camera distance to the object. I looked around the code, found FStaticMeshEditor, FStaticMeshEditorViewportClient. I found all the overlay stuff like the text, display of normals/tangents/bitangents etc, but im unable to find the code segment that determines the LOD to display based on the setting “auto”.
Also been to UStaticMeshComponent, UStaticMesh, UStaticMesh::RenderData->LODResources.