How to avoid losing detail over distance

Hello community,

I am finishing a landscape I made and have the problem that the viewport camera seems to cut out meshes and detail at a distance. I know that this is for performance purposes but I would like to know how to expand the cull distance of all of my objects because I don´t care about performance in this instance.

I am using the Open World Demo collection, procedural foliage generator for trees and flowers and the grass tool for the realistic grass.

Thank you in advance.

This depends on the asset type you are using. For Static meshes you may want to adjust the the distance it changes from LODs. First uncheck auto compute LOD distance (green arrow) then adjust the Screen Size settings to determine how large the object should be before switching LODs.

Regarding Landscapes you can adjust the distance that it changes LODs the terrain by selecting the landscape and in the details panel change the LODDistance factor to a smaller number (with 0.3 I was able to get very far without it removing detail).

Regarding Foliage open your console and type foliage.MinimumScreenSize 0 this will allow it to be rendered at all distances you can change the value as needed.

You can also check out this guide: Foliage Mode in Unreal Engine | Unreal Engine 5.1 Documentation to learn more about Foliage culling and fade perameters.

let me know if that helps,