Navigation
Unreal Engine C++ API Reference > Runtime > Engine > FSceneProxyBase
- FPrimitiveSceneProxy::GetCurrentFirstLODIdx_RenderThread()
- FSceneProxyBase::GetCurrentFirstLODIdx_RenderThread()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/NaniteSceneProxy.h |
Include | #include "NaniteSceneProxy.h" |
virtual uint8 GetCurrentFirstLODIdx_RenderThread&40;&41; const
Remarks
Nanite always uses LOD 0, and performs custom LOD streaming.