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Landscape LOD artifacts causing holes and high poly areas in mesh.

In the documentation the landscape LOD is described as "Continuous Geo-MipMap LOD" and there is a picture of LOD1 morphing to LOD2.

What I'm seeing on a landscape though is a move from LOD1 to LOD2 with no transition so the landscape is leaving holes.

I'm also seeing V shaped patches of higher density polys. Link to screenshot

Note that at this time the lanscape LOD documentation is sparse and this is from an imported heightmap.

What do I need to do to my landscape to get it to LOD like the example in the documentation?

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asked Mar 27 '14 at 11:38 AM in Using UE4

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Noisy Guy
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avatar image daihao81 Apr 21 '16 at 02:37 PM

I use LODLevel 3 and LODDistance 2 but still have problem above. Does anyone have solution?

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I was having this problem as well. I think I fixed it by choosing 2x2 sections in the Sections Per Component dropdown while creating the Landscape. You can change an existing landscape with the Change Component Size component tool. Also the Max LODLevel or LODDistance Factor might be too aggressive.

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answered Apr 28 '14 at 01:00 AM

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