Been trying to get HLODS working for awhile I got them working but the water wouldn’t render at all in certain areas so I restarted deleted all HLODS and trying to do hlods again now everything won’t work
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
build hlods
remove hlods
delete old hlod layer
make new hlods layer
build landscape
build hlods
HLODs are generated from the asset’s lowest fidelity Level of Detail (LOD). If your custom assets have no set LODs, the HLOD will be very costly as it will be generated from full resolution assets.
is there no other way to fix this issue because I don’t want to go back to the 11th of August
thats way too much progress gone and it’ll be just a waste of time its the only snapshot I have it seems
Well some one else might know but thats not me , just know how to back using URC
Well after spending a few hours on this.
Unticking “Enable Streaming” in the World Setting as at he top will turn your Project back to a single level and HLOD will no longer be available and save the version.
Look at you actors and turn everything to default.
Think about HLOD without Water and Landscape
But Just not knowledgeable to know just by reading documentation, may be wrong
Make a new snapshot now and add to the changelist a description like “HLOD issue”
Remember to Check-in Changes and make a snapshot everytime you think “I don’t want to do that again”
Have you got a bunch of prefabs ?
The props youve turned off the HLOD on, are possibly in a HLOD enabled prefab root.
The root, the prefab actor that holds all the props from that particular prefab, if you have that set to be in the HLOD, then any props it holds have to be in the HLOD too or it will throw errors like this.
What you should do is take all the actors out of the prefab root and put them in thier own folder. For example make a new Folder called what_ever (no spaces in folder names) and mass select props and move them to thier folder, or unattach them if the prefab is already in a folder where you want them.
Let us know if this is not the reason, or all of the issues, then we can try and find the cause.
i’ll try this but just know I haven’t used any prefabs
what will making this snapshot do?
if this helps every time I load up into the map message log pops up and tells me on map check all the actors have a invalid HLOD layer which is any HLOD layer I make
The snapshot will make a URC backup of your map at this point, this is handy so you can load your map at snapshot points and grab any content to copy and paste elsewhere.
If things go cactus when you try to fix it, you can go back to any snapshot and try again.
Ahh OK, Having Actors attached to other actors with mixed HLOD settings give a lot of errors that look similar.
What I’m guessing is there are references to old HLOD layers that are not being cleared, somewhere is holding onto them.
when I looked at your screenshot again, your World Settings look unfamiliar to me, I haven’t dealt with The Runtime partition and Main Layer before.
Also the “Is 2D” setting is on and Origin at -5000 is interesting…
Do you know what these are about and how you got them ?
In your main project folder in the Content Browser do you have any elements other than Level, Data Asset & HLOD Layer
Double click on your Level, it could just reload map or give you a prompt to save stuff and will give a Message if it finds problems.
For the Runtime Hash Class, I’m using the WorldPartitionRuntimeSpatialHash
I used the dropdown menu and selected the only option there WorldPartitionRuntimeHashSet
once I did that, it didn’t give me the option to use WorldPartitionRuntimeSpatialHash
I don’t know what this is…
@Jimbohalo10 do you know what this about, I’m out of my shallow depths.
Jimbohalo10 suggested turning off enable streaming, try that, see if turning it back on again gives you the simple WorldPartitionRuntimeSpatialHash back…
I’m gonna go and see if I can find out what this Runtime Hash Class is about
Do you know how to set this up properly?
I already tried turning off streaming and turning it back on but I’ll try again when am able too
Also thanks for sticking with me helping sort this confusing stuff
No, unfortunately I don’t know, this must be a nightmare for you though, thats a lot of good looking work you’ve done there.
Not getting much luck with the docs or google either, there are bits in the UE docs that go there, but I can’t get a handle on how it works in UEFN.
Lets look around the UEFN editor…
In the Window menu up top there is World Partiton it gives Data Layers Outliner and World Partition Editor.
Does opening the Data Layers Outliner show any data layers ? Normally this would be empty, but using data layers may be what runtimehash is used for ??? dunno
2 things I wonder, 1 what happens if you add an array element to the HLODSetups in the Runtime Partition, what info does it need?, and 2 What would happen if you deleted the runtime partition, would it make it worse ?
none
Runtimepartitionlevelstreaming
RuntimepartitionLHGrid
just wondering if this thing is in the editor why is there no documentation about it because it seems to way more confusing than the simple version and why is there no way to go back to the simple version? I don’t get it
Yes, I’m of the mind it has been overlooked a bit.
OK I started a simple map and set it to the runtime hash set.
Building HLODs took a little bit on a simple landscape, so you would be taking a long time to build yours, which makes testing hard, as each small change requires… how long does it take you build HLODs ?
It was throwing the invalid HLOD layer error on build, but when I added the HLOD layer to the HLOD setups it built with no error
I have the class at Runtimepartitionlevelstreaming in the Runtime Partition bit
I have no elements in my Runtime Cells Transformer Stack though…yours is empty anyway so maybe bin it.
But since you have added the HLOD setups pointing to your HLOD layer now, try to build HLODs again