So I built HLOD and I got warning that it’s over 65k verts, which is incompatible with mobile (I work on Android Vulkan project, Quest 3).
Is there a way to build HLOD that ends up under 65k verts ? Thanks
Hi there @motorsep
Do you mean like going to World Settings → Hierarchical LOD System → LOD System Settings and changing the merge mesh setting?
Pretty much. I use “merge” method in the settings and it doesn’t have any settings for verts limit.
Were you able to resolve it @motorsep ? If not, what are you seeing when you go to merge mesh?
Not yet. Got sidetracked with other things. But like I said, there is no settings to limit vertex count in that panel.
Which version of UE were you running on this?
I’d avoid hlods and do it all manually, particularly for mobile setups.
Its not that you can’t get the engine to work necessarily, but why bother when doing it yourself is about 10 times faster and less prone to future errors?
5.5.1
Oh, that’s why I bet. I don’t think the option is there on the newest UE. I did find a work-around for it(I think. Test this and check).
Use Merge Settings
inside HLOD Cluster Settings:
In World Settings → Hierarchical LOD Setup → [Your HLOD Level] → Merge Settings you can find:
Reduction Settings (Mesh Reduction Settings):
PercentTriangles
MaxDeviation
These are indirect controls over vertex count:
PercentTriangles: The target triangle count as a percent of the original.
MaxDeviation: How far the simplified mesh can deviate from the original.
You can lower PercentTriangles
to reduce overall vertex count.
I’ll do some testing and see if I can find a different method. I must’ve tested this in a different version.
I was testing on the wrong version. Did you find a solution to this or is it still an issue?
Still an issue. Maybe 5.6 will have setting for tris/verts limit when generating HLOD, whether it’s Merge or Approximation method or both.
I see. Sorry I couldn’t be of more help. I couldn’t find anything on it from what I saw.