# Excluding certain meshes from World Composition Tile LOD

**URL:** <https://forums.unrealengine.com/t/excluding-certain-meshes-from-world-composition-tile-lod/452914>\
**Category:** Asset Creation\
**Tags:** tiled-landscapes, unreal-engine, UE4, question, World-Composition\
**Created:** [July 27, 2019, 9:27am UTC](https://forums.unrealengine.com/t/excluding-certain-meshes-from-world-composition-tile-lod/452914 "2019-07-27T09:27:03Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![abxyxx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@abxyxx](https://forums.unrealengine.com/u/abxyxx)\
**Post date:** [July 27, 2019, 9:27am UTC](https://forums.unrealengine.com/t/excluding-certain-meshes-from-world-composition-tile-lod/452914/1 "2019-07-27T09:27:03Z")

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I’m trying to exclude certain Static Meshes from the mesh proxy generation for the tile level LOD but can’t seem to find any setting for it. Disabling “Include Component for HLOD Mesh generation” and “Include Actor for HLOD Mesh generation” has no effect.

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**Author:** ![Spoondog](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Spoondog](https://forums.unrealengine.com/u/Spoondog)\
**Post date:** [October 30, 2019, 10:25pm UTC](https://forums.unrealengine.com/t/excluding-certain-meshes-from-world-composition-tile-lod/452914/2 "2019-10-30T22:25:15Z")

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One workaround is to make those static meshes movable, since level LOD only takes static stuff.

But that comes with several pretty obvious downsides so it’s only a suitable workaround for the odd mesh here and there. It’d be good to have a proper way.
