Reduce texture resolution via Material Editor

Hi guys! Sorry for my english, i’m from Italy :wink:
So, i’m plannig what to do to increase performance in my game and now it’s time to do texture lod. I decided to use different materials for each lod, so i can take full control over it. For avoid waste of disk space, my hope is to create only one material per object which reconize mesh lod levels and set the appropriate texture resolution by scaling the original 4k file. I’m relatively new on ue4, coming from unity5, so i don’t know if it’s possible; but i guess that load 4k, 2k, 1k and 512 version of the same textures for then use them will make my final application quite two times bigger.

I know that i can set texture res in compression settings, or that i can use scalabily settings; but is not what i’m trying to do. However, if there’re other ways to achive a texture lod by camera distance THAT will be what can help me. Thanks in advance!

materials automatically Mipmap (the word for texture LOD) depending on camera distance.

Yes, i know. But i prefer to control it MANUALLY.
Indeed, Unreal say me that the texture streaming pool is full, so i guess that mipmap don’t do is job nicely. It seems also by checking optimization views. Maybe the problem is the size of my objects, maybe not 'cause i’m using the 3th person sample. Don’t care, i just want a manual control over it.

Ok, after some attemps i found a way. I post it here for those who will want to do similar projects.

I still need to create more versions of the same material, but it doesn’t waste quite any disk space for simple ones. As you see, mine weight just 1kb.

In Material Editor, select your texture and at “MipValueMode” set “MipBias (relative to the computed mip level)”.
A Bias node will appear under Tex node, so you can attach to it a simple constant node where you will set the level you want. In this case i’m reducing the 4k texture of this barrel to 512x512.

I’ve just tried this and I get this error on the TextureSample node: “MipBias is only supported in the pixel shader”.