Force LOD/Material based on Device

Hey Everyone,
so currently I am having a bit of a problem: I am working on a Project that oughta run both on the Oculus Rift and the Oculus Go. Mostly I am doing great, especially using the FeatureLevelSwitch within my Material but there’s one thing I can’t figure out:

I want to have two different Materials on a Mesh (LOD0 and LOD1). One for the Oculus Go and the second one for the Rift. Now depending on the current device, I want to force all Meshes without using Blueprints to use a certain LOD and therefore Material.

The main Problem is that using a Material I can’t change properties like “Fully Rough” depending on the FeatureLevel. Due to the fact that I need different and more advanced features on the Rift (which is also important for the Art Style) this is a Problem I have to solve. And if possible, without using Blueprints for every Mesh since then, all BPs won’t be visible in ReflectionCaptures.

I’d apprecciate every suggestion, thanks in advance!
Dave

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Hey,

so after quite some time I figured it out. For all of you who might have the same problem to face, here is the solution:

At begin play (construction does not work) execute the Console Command “r.ForceLOD [X]”. I use this in order to make a game scalable with mobile and desktop VR (Get Device Name is a custom Function to check, if it’s a mobile device the game is running on).
The downside to this is that the distance based LOD won’t work anymore. Once the LOD is forced, it won’t change!