Dither LOD in blueprint not working

I have a mesh that was using dithering LODs. and had it working perfect. For ease of placing in the world i added it to a basic blueprint. but mesh no longer seems to recognize the dithering and is back to popping in and out. i cant find any settings in blueprint that are stopping the dithering from happening.

Hi Sean,

I just answered this on a different post and they referenced yours, so I figured I would pop in and post the same here.

It’s currently a limitation. For LOD Dithering to work, the actor/component must be set to Static.

We have JIRA UE-43880 logged to look into getting this working for Stationary and Movable. It’s backlogged at the moment until we have more time to dig into it.

Thanks,

TJ

How does one enable LOD dithering on a static mesh? Is it available for all static meshes or only foliage?

you enable it by enabling the ‘Dithered LOD Transition’ property in the materials

any new info on this?

apparently SkeletalMeshes also do not support Dithered LOD transition? or am I doing something wrong?