Quick answer: Unreal skeletal mesh swapping to low LOD during a cinematic close-up? LOD selection uses screen size; cinematic close-ups may exceed projection assumption - set forced LOD during cinematics.

Hero close-up: character LOD drops to LOD 3 because the screen size jumped past the bias threshold.

Force LOD during cinematic

SkelMesh->SetForcedLOD(0);

Locks to highest detail. Restore after cinematic.

Or raise screen-size threshold

LOD bias settings; raise the threshold for LOD swap. Hero characters stay LOD 0 longer.

Cinematic-specific LOD distance

Custom LOD distance for cinematic cameras. Cameras tagged; LOD respects.

“LOD selection depends on camera. Cinematic cameras differ.”

If you ship cinematics, the LOD-during-cinematic policy is its own concern. Force-LOD is the cheap fix.

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