Static Mesh LOD not working on Foliage Actors
We have been trying to add LODing to our Foliage Static Mesh.
the LOD mesh has been setup in MAX using the Level Of Detail Utility and have one LOD level and one Material ID.
The LOD works fine when the static mesh is placed individually in the editor, but does not on painted Foliage Instance Actors.
I also tried the workaround suggested in this thread, by importing the LOD mesh separately, but that didn't work for us either. https://forums.unrealengine.com/showthread.php?9629-Foliage-brush-and-LOD-meshes
is this a big or are we missing something?
(EDIT) we're on 4.2
Andrew Uppercut Games
From what I can tell with foliage, it bases the LOD on the screen size of the cluster and not the individual instance. To get LOD working properly, I turned my max cluster radius under clustering in the Show Instance tab under the foliage tool down to 100, rather than the default of 10000. I tested and it works great. It should also work if you set Max Instances to 1 under Clustering but I have not tested that. Hope this helps.
I couldn't help myself. I changed the Max Instances to 1 and Cluster Radius back to 10000 and that works as well.
I'm assuming the clusters are used instead to determine screen size because it's less computationally expensive. It's probably best to have a cluster radius of 100 - 1000 and max instances set to what fits based on the density.
After thinking about it further, it all really depends on a bunch of factors. If you use instance clusters but need the same measure of LOD, you'll need to go into your static mesh and adjust it accordingly. With that said, that approach won't work well if you have single instances of the mesh on the map.
Now it makes more sense why this tool is getting an update. It just doesn't scale well.
This appears to be a bug. I have entered TTP# 344663 into our database for our developers to look over, and I will let you know when I have an update. Thanks for the report!
answered Aug 22 '14 at 07:22 PM
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