Description
Assigns an HLOD proxy component as the LOD parent for all of this actor's primitive components, hiding them when the proxy is shown at distance.
Caveats & Gotchas
- • Propagates to all UPrimitiveComponent children; calling it mid-game with null effectively removes HLOD culling from the actor, which can cause both the actor and its proxy to render simultaneously if timing is wrong.
- • InParentDrawDistance directly sets MinDrawDistance on each primitive component. Setting it too aggressively will pop this actor out of view earlier than expected, which is visible in slow-moving cameras.
Signature
ENGINE_API void SetLODParent(class UPrimitiveComponent* InLODParent, float InParentDrawDistance); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InLODParent | UPrimitiveComponent* | The HLOD proxy component (usually on an ALODActor) that will replace this actor's components at distance. Pass null to clear. | — |
| InParentDrawDistance | float | The draw distance of the LOD parent, used to set MinDrawDistance on this actor's components. | — |
Return Type
void Example
Assigning an HLOD parent from an ALODActor C++
// Typically called by ALODActor::SetSubActors during HLOD level streaming:
for (AActor* SubActor : SubActors)
{
SubActor->SetLODParent(StaticMeshComponent, LODDrawDistance);
} Tags
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?