Why are the eyebrows skeletal mesh fading away when I zoom out?

I’m using UE 5.4.3 and have created my own modular character, but as the title says unless I’m extremely close up the eyebrows will quickly dissapear as I move the camera back, but this only affects the eyebrows and I just can not figure out what is happening, especialy when it shares the same material as the hair which doesn’t disappear. It improves when I increase the screen percentage to 200% but it does’t solve my issue.

Everything that comes up in my search keeps refering to metahumans and I’ve tried applying the same fixes but nothing has worked.

Any help would be greatly appreciated.

What I’ve tried:

  • Ticked Include Component In HLOD checked
  • Scaling up the bounding box
  • Reduce near plane culling to 0.5
  • Import LOD’s and set force LOD model to 1-2
  • Set max draw distance to 1000
  • Ticked never distance cull (Include Component In HLOD checked/unchecked)
  • Increased detail mode to epic
  • Adjusted pivot offset
  • Created a meterial that essentialy does the same thing as max draw distance by becoming more translucent the further the camera moves away, wich does work but the eyebrows still disappear before it comes into affect.

Zoomed in screen 100%

Zoomed out screen 100%

Screen 200% (Same distance as above ^^^)

Zoomed out screen 200%

Hair Material


1 Like

Greetings @GlenSymns

Welcome to the Unreal Engine Community Forum. I pulled an article with someone having a similar issue. See if the solution there fixes it for you. Hair fading out with distance

2 Likes

Yessss!!!

@FrostyJas thank you for getting back to me. That helped me so much, it did exactly what I needed it to do. I’ve been stuck on this for ages so seriously big thank you!

In my hair material I changed the MipValueMode from none > MipLevel, then created a parameter so I could adjust in realtime on the material instance and connected it to Lvel on the texture sample. After a few tweaks I no longer have the fading issue and it looks great.

Just a side note if anyone else has this issue when using MipLevel it does lower the quality of the texure a bit which is why I used the parameter to adjust this (I beleieve its for performance reasons, but don’t quote me on that), but then when I cranked up screen percentage for higher rendering quality it looked great.

Material Settings

That’s awesome! I’m super happy I could help get that fixed, @GlenSymns have a great week!

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