HLOD Generation returning unexpected results

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?

Steps to Reproduce

Hello,

I apologize for the delay. The first thing I would check is the streaming generation log that is found in “YourProject/Saved/Logs/WorldPartition” and generated at PIE/cook time. You could check to see which cells the terrain ends up in and also the HLODs for it. There are some known limitations with the grid type that may cause some unexpected promotion and you could try changing these settings mentioned in the article: [Content removed] There is an updated guide on the world building features: https://dev.epicgames.com/community/learning/knowledge\-base/r6wl/unreal\-engine\-world\-building\-guide. The new runtime hash introduced in 5.4 (mentioned in the guide) might solve the issue if it’s indeed related to grid promotion.

Thanks,

Ryan

Thanks Ryan, there’s a lot of good info there. I’ll study up on the new runtime hash options.