Recently i started to play with the HLOD system for the first time in 4.26.1 with World Composition, but there was always some problem one after the other, i tried out the same in 4.25.4 and it was fairly stable not fully tho but good enough to work with, i was wondering if u guys have the same problem in 4.26.1 while using World Composition or is there a work around in the New version or will there be a hotfix for this in version.
Here, I opened a test file to see if it was just a problem with the project i was working on and setup a few HLOD in a sublevel under a tile
u can see in the World Composition windows, the location of where i setup the HLOD ( it’s closer to the green axis in the top right quadrant in the image above)
I browsed the net but there was little to no documentation about HLOD in World Composition Mode, i had to turn this ON according to some answer i found on the forums, seems like this is a new option in 4.26.1, it wasn’t there in 4.25
Halfway through the project I turned on World Origin Rebasing and that’s where the problem began. This problem wasn’t there in 4.25.4
As u can see in the World Composition Window, the HLOD stayed at the same place while the world shifted to the origin point but the Meshes aren’t there when i come closer to the HLODs, they faded out.
and I came bake to the original location of where the meshes are supposed to be (I placed a sphere in the persistent level to mark the spot) and they are empty too. when i hit Play the meshes just flicker for a moment and then goes away, the Collision of the objects are still in place.