HLODLayer Assets Per Level or Shared

Hello, is it recommended to have separate HLODLayer assets per level or shared between levels? Is there any advantage or disadvantage to either approach? It seems with Level Instances, if you want certain actors to be in a specific HLODLayer, you would want to use shared HLODLayer assets because you would need to add that HLODLayer asset to the HLODSetups of the main level.

Hi,

It really depend on how much flexibility you want versus the ease of maintaining the layers. You need to keep in mind that each layer will generate independent HLOD meshes for each cell (if there is some relevant actors). Too many layers can result in “segmented” HLODs which diminishes the benefits.

If you have multiple WP levels in your game, it is perfectly fine to share some (most) of the layers as this reduces the maintenance burden and only add specific layers for special setup that require special settings.

Regards,

Martin

Got it, thank you. We mainly have Instanced, spatially loaded hlods. But spline meshes don’t support instancing so we have them use a merged HLOD layer.