After generating HLODs via the command line, we’re seeing inconsistencies with how far away terrain HLODs stream in / out. In game, we can see voids in the terrain HLODs completely surrounded by other HLOD actors, and when we approach the voids, the HLOD for that terrain loads in. Any thoughts as to what could be causing this? We think we’re seeing similar behavior with non-terrain HLODs as well, but since every terrain tile is an identical size, figured it would be the strongest example case.
We have several runtime grids, and all landscape proxies belong to a ‘Landscape’ grid.
The Landscape grid has a cell size of 102000 and loading range 204000,
and all landscape proxies use an HLOD layer asset set to Approximated Mesh, with cell size also 102000 and a range of 408000.
Some updates to fixing landscape HLODs have been incorporated from future Unreal versions into our current (5.3.2).
We’re planning on updating to 5.5 soon, what changes should we look out for regarding HLOD generation?