Just throwing this out there, but does anyone know if static meshes support distance-based Level of Detail? That is, as you move farther away from a static mesh, it switches to a lower-poly version of itself to boost performance?
Also, this maybe related, but I read that Unreal3 automatically tessellates Static Meshes to improve Vertex lighting. Is there a way to disable this? A high polygon-count is totally killing my map's performance (large, outdoor
) and you can only do so much with CullDistance...
Also, this maybe related, but I read that Unreal3 automatically tessellates Static Meshes to improve Vertex lighting. Is there a way to disable this? A high polygon-count is totally killing my map's performance (large, outdoor

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