Quick answer: Mesh Renderer module → LOD Method = By Component Bound Sphere. For finer control, Per Particle.

10,000 mesh particles all rendering LOD0. Frame rate suffers. Niagara’s default LOD selection uses the system bound, which always shows LOD0 if any particle is near.

The Fix

Mesh Renderer module:
  Mesh:                       SM_Rock
  LOD Method:                 By Component Bound Sphere
  LOD Bias:                   0
  Override Material List:     (optional)

// Per-particle (more granular, slightly costlier)
  LOD Method:                 Per Particle

Component Bound is cheap and good for tight clusters. Per Particle for sparse fields where each instance can be at very different camera distances.

Verifying

Walk camera away. Distant particles drop to LOD2/LOD3. Stat Niagara shows triangle count plummeting. Tri count plot in Profiler matches.

“LOD method explicit. Per particle if scattered. Tris drop.”

Related Issues

For Niagara CPU readback, see readback stall. For Distance Field Collision, see DF collision.

LOD method explicit. Tris drop.