Faulty LOD Group bounds

Hello everybody,

Does anyone know why LOD Groups sometimes generate faulty bounds? Here’s an example, where the bounds it comes up with doesn’t cover the entire mesh. The mesh is pretty large so I want to have it LOD out very quickly (view percentage = .95) but this has the effect of making it so even when you have your nose right up against the bottom of the mesh, it doesn’t go to full LOD.

It’s easy enough to work around by artificially reducing the transition width settings individually, but it’s a procedural asset so I’d rather not tweak these for each generated asset. (And before you ask, I do call RecalculateBounds() on all generated meshes :wink: )

6073812--658674--WeirdLODBound.png

Here are the mesh bounds - they seem accurate

More views of faulty LOD Group bounds