Fix New HLOD Creation without World Partition

After deletion of HLOD LODActors the initial feature called Generates Clusters wasn’t working. Fixed by creating a HierarchicalLODSetup Blueprint and assigning it through the Project level HLOD Settings. Also created a HLOD Layer asset which may be useful for optimizing navigation.

This only worked when enabling Force Settings in All Maps.

Creating HierarchicalLODSetup Blueprint

Setting up the HLOD BP

Creating HLOD Layer

Setting up HLODSystem through Project Settings


Important: Have to enable Force Settings in All Maps enabled, otherwise Generates Clusters is not working.

Customizing the HLOD Layer

If someone knows why the HLOD window Generates Clusters feature is not working after deleting the LODActors - or why it only works through the Project Settings, let me know.

This approach creates initial clusters, but not for all world actors/meshes - still experimenting with the settings.

Related

It turns out that the HLOD generation is not working when using the HLOD panel, because it fails when some meshes/blueprints are set to movable.
For some unknown reason (bug?) the tool fails to generate the HLOD clusters for the content set to static or stationary.

Solution: Ideally use the HLOD panel tool, requires to set all mesh and blueprint actors to stationary instead of movable (not required for blueprints such as movable doors). Otherwise, above how to processes the HLOD generation (cluster generation) for static and stationary (when done by setting via Project Settings HLODSystem - enable ‘Forcing settings in all maps’ and ‘Save LODActors to HLODPackages’).

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