Door/event animations and LOD coverage

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  • Say a model has two LODs:

    LOD 0, visible from distance 0 to 100

    LOD 1, visible from distance 0 to 1000

    If an animated mesh (with door-open/close style events, e.g. open_all_doors / close_all_doors) only exists inside LOD 1’s node tree — not duplicated into LOD 0 at all — does the event still work correctly in-game? LOD 1’s range already covers every distance LOD 0 also covers, so the mesh is technically available at any relevant viewing distance.

    Or does the engine specifically require the event to be present on whichever LOD is actually active/rendered at that moment, meaning it would fail here even though LOD 1’s range overlaps LOD 0’s entirely?

    This exact setup worked fine in TF2, so I’m trying to figure out whether TF3 handles LOD/event coverage differently, or whether something else changed.

    In short: is having the event in just one LOD enough as long as its range covers the distance in question, or does every LOD need its own copy of the event regardless of range overlap?