Skip to content
BleuRaven edited this page Mar 31, 2025 · 8 revisions

LODs (Levels of Detail) are simplified versions of a 3D model that are automatically used at different distances from the camera.
The farther the object is, the lower the detail, which helps improve performance without noticeable visual loss.

Import custom LODs in Unreal Engine

The addon allows you to export and import custom LODs into Unreal Engine, but only for Static Meshes.

  1. For each object (All lods) you want to export, set the Export Type to Export Recursive.
  2. Select your base mesh (LOD0), then go to Object → Misc → LOD and assign your LOD1, LOD2, [...] objects to the appropriate slots.
  3. For each LOD (LOD1, LOD2, etc.), select the object and enable the Export as LOD? option in Object → Misc → LOD.
    (except LOD0, which is your main mesh).

Set Lod Groups

The addon also allows you to import into Unreal Engine a Static Mesh with custom Lod Groups. A LOD Group is a set of rules that controls how Levels of Detail (LODs) are generated and used for a Meshes in Unreal Engine.

  1. Select the object you want to export and set the Export Type to Export Recursive.
  2. Go in Object → Misc → LOD, check LOD Group and set the text value with the lod group you want to use.

You can found details about the default Lod Groups in [UnrealEngineInstallPath]/Engine/Config/BaseEngine.ini
In section [StaticMeshLODSettings]

[StaticMeshLODSettings]
LevelArchitecture=(NumLODs=4,MaxNumStreamedLODs=0,bSupportLODStreaming=0,LightMapResolution=32,LODPercentTriangles=50,PixelError=12,SilhouetteImportance=4,Name=LOCTEXT("LevelArchitectureLOD","Level Architecture"))
SmallProp=(NumLODs=4,MaxNumStreamedLODs=0,bSupportLODStreaming=0,LODPercentTriangles=50,PixelError=10,Name=LOCTEXT("SmallPropLOD","Small Prop"))
LargeProp=(NumLODs=4,MaxNumStreamedLODs=0,bSupportLODStreaming=0,LODPercentTriangles=50,PixelError=10,Name=LOCTEXT("LargePropLOD","Large Prop"))
Deco=(NumLODs=4,MaxNumStreamedLODs=0,bSupportLODStreaming=0,LODPercentTriangles=50,PixelError=10,Name=LOCTEXT("DecoLOD","Deco"))
Vista=(NumLODs=1,MaxNumStreamedLODs=0,bSupportLODStreaming=0,Name=LOCTEXT("VistaLOD","Vista"))
Foliage=(NumLODs=1,MaxNumStreamedLODs=0,bSupportLODStreaming=0,Name=LOCTEXT("FoliageLOD","Foliage"))
HighDetail=(NumLODs=6,MaxNumStreamedLODs=0,bSupportLODStreaming=0,LODPercentTriangles=50,PixelError=6,Name=LOCTEXT("HighDetailLOD","High Detail"))

Creating your own Custom LOD Group

In addition to standard LOD Groups, you can also can define your own LOD Groups in your project's config file:

  1. Open [YourProject]/Engine/Config/BaseEngine.ini
  2. Add or edit the [StaticMeshLODSettings] section like this:
[StaticMeshLODSettings]
+LODGroups=(GroupName="MyCustomGroup", DisplayName="My Custom Group", AutoComputeLODScreenSize=True, LODNum=3, 
LODPercentTriangles=(1.0, 0.5, 0.25), 
LODMaxDeviation=(0.0, 1.0, 3.0))

You can then enter 'MyCustomGroup' as the LOD Group in Blender.

Notes

Asset Example

Clone this wiki locally