In this video, we fix a common MetaHuman LOD issue the right way. Previously, we temporarily solved the bug by setting LOD Sync to 0. While that works for cinematics, it’s not a production-ready solution. In this tutorial, I show the correct workflow for generating and configuring LODs for Skeletal Mesh assets in Unreal Engine. You’ll learn: • Why default Body LOD Settings don’t reduce geometry • How to properly configure triangle reduction percentages • How LOD switching works based on Screen Size • How to create custom LOD Settings for outfits and assets • How to automate LOD generation using an Editor Utility Blueprint • How to batch process multiple Skeletal Meshes • Why Skeleton Simplification matters Contact me - nicepicturesco@gmail.com My Site - https://www.outfit-maker.com/ Fab - https://www.fab.com/sellers/Nice%20Pictures CGTrader - https://www.cgtrader.com/designers/andrevish Instagram - https://www.instagram.com/andrewvish_/ By the end, you’ll have a production-ready LOD workflow that scales across multiple assets and projects. If you’re working with MetaHumans, character customization, or optimizing assets for games in UE5 — this video will save you time. #unrealengine5 #metahuman #ue5 #lods #gameoptimization

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