LODs with Hierarchical Instanced Static Mesh

I’m trying to use LODs with Hierarchical Instanced Static Meshes.

Now I’m having trouble getting it to run properly. My scene will be a vast procedurally generated landscape and the further any given object is the less detailed it should appear.
When I try this out in the Mesh itself it seems to work.

Working LODs in Mesh Editor:

But in my level only the least detailed mesh seems to appear!
I’ve tried to fix the problem but I wasn’t able to achieve anything…

Not Working LOD in Scene:

Maybe I’m using this feature wrong, I hope someone can help my out here.

  1. why are my LODs not working within my scene

  2. how can I fix it and get the effect I’m looking for

if necessary I can also upload a picture of the blueprint that created the terrain but I think it’s enough to say that I used a “Hierarchical Instanced Static Mesh” Component in my blueprint and spawn it with “Add Instance”

Thanks for your help!

Alright I found out what caused the glitch!

Turns out changing the size transform from within the details panel in the main window will throw off the LODs.

If you change the size from within the blueprint itself however it will work properly!

Hope this will help anyone else as well…

Basically, you should always use scale 1.0 - both in actors and in components - on objects using Hierarchical ISMs. Otherwise, you’re guaranteed to have culling and LOD issues.