LOD distance settings

Hey everyone. I got a problem today. I’ve upgraded my u4 to 4.6 version, and there is no distance option like in previous versions of u4. Here’s only a screen size and I have no idea how to use it properly.
In the past there was a parameter “Distance” in metres, but now only decimal numer. 0.9999 is a limit.
How can I use it, if I need 1500 metres for example?

Hi Tony,

In the Mesh Editor you can adjust the screen size, as you noticed, to get the a good setting. In the top right hand corner now, there is the listing of “Current Screen Size” that can be used as an indication for the getting your LOD values.

I know the distance version was in 4.0, but I’m not sure what version it changed in.

Image for reference:

Thanks!

Tim

Thank you very much, Tom

Hello,

Right now I have used LOD using screenspace. But When my object is behind another object and it is only half visible,then LOD is not working properly.

I mean it calculating only visible area…

Is there any solution for it?

@

From what I see in a quick test everything is working as intended.

Try using the FreezeRendering console command to freeze everything on screen and then you can freely move the camera around to see what is going on.

If you suspect something else is going on it would be best to post as a new question with detailed steps to reproduce the issue.

Thank you!

Sorry to bump an old question but I might missing something. Do I have to manualy edit one by one the screen size of every LOD of every of my thousands meshes? There’s no way to change the screen size of a LOD group or a “LOD distance scaling” parameter?

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bump…this is something I need to know too…it’s non sense to edit one by one when you have thousands of assets…

You only have to set the screen size of your LODs for the source object, not the instances.

However you will want to set a draw distance (distance culling) for your last LOD. Right now, for some reaons UE4 engineers thought it would be better to do it for every instances in your levels or use the arbitrary Distance Cull Volume. - Which is not efficient at all.

So yeah you could select all of the single object instances in your level and set the distance cull values you want. But it should be from the source objects. And, yes overriden on the instances if you want to. But hey, this is what we got so far…

I believe these other people, and myself as well, aren’t looking to change the LODs for a bunch of instanced meshes of one source object, we have MANY MANY MANY meshes and we want to change the screen size of say the lod group as a whole. I think that is what others are looking for. I know that is what I am wanting.

oh and bump…

True. We all want to change the screen size of every LOD steps - have the control on the distance LOD swapping. Based on the source object, not the instances.

Same as we also want to have the control over the distance culling of the last LOD. My point is that at a certain distance you don’t want to be rendering certain objects when they’re too small on screen - just a few gibberish pixels. You want to distance cull, the same as you want to screen cull or occlude an object that is not visible.

It’s basically the same logic applied to LODs, why would you want to render all of these vertices of your top LOD at X hundreds of meters?: Optimizations, render time.

So, I was only saying that right now we don’t have this option of setting the value of distance culling from the source object. The only (counterproductive) options we have are setting the distance culling (draw distance) at the instance level or set up a distance cull volume that doesn’t take into the account the silhouette of objects but only it’s longest bounding axis value - which is obviously not an optimal solution.

Point is that on top of setting LOD distance values, the distance culling (should) also come into play.

LOD steps and distance culling goes hand in hand. So, if you’re speaking of LOD distance then you have to speak about distance culling as well.