Summary
Many assets won’t naturally get HLODs built even when selecting “Include Actor in HLOD” in the editor. This is NOT as simple as taking a parent prefab and some parts of the prefab don’t inherit the properties. The best example is the IO Blimp. All the external pieces of the IO Blimp will NOT build even when each individual part is configured to “Include Actor in HLOD”. However, with the Blimp, there is a workaround. You can select each individual piece that doesn’t show up in HLOD, go into the Static Mesh component of the prop and turn on “Include Actor in HLOD” from there. It will then honor the configuration and build once HLODs are rebuilt. This isn’t consistent unfortunately. The Megalodon Ship prefab has this same problem with random pieces on the outside of the ship. However, in the case of the Megalodon Ship, even going into the Static Mesh component and ensuring that it has “Include Actor in HLOD”, it still won’t be included in the HLOD build. This is a problem for anyone that wants to include the complete prefab or parts of it at a distance further than minimal distances because there will be holes in the entire HLOD.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
- Open a new blank project.
- Place the IO Blimp or Megalodon Ship prefab into the level
- Move it to a distance further than minimum render distance
- Turn on Level Streaming in the Editor
- Build HLODs
- Run the game and observe the prefab from a distance.
Expected Result
It is expected that when an asset has the “Include Actor in HLOD” option enabled, that the asset will actually have an observable low level of detail mesh at a distance.
Observed Result
Lower level of detail meshes are NOT present and ruin the immersive feeling of games. This renders the Props or Prefabs useless at a distance.
Platform(s)
PC
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Additional Notes
This problem is not limited to only the assets contained within the IO Blimp and the Megalodon Ship prefabs. Many other props have been observed exhibiting this behavior. Some, like the Blimp have the workaround of editing the Static Mesh Component of the prop, but this has mixed results. Sometimes it works, sometimes it does not. In the case of the IO Blimp, all external parts of the blimp can use this workaround except for the NoseCone. Due to the nature of the NoseCone, only part of the static mesh will show when built into HLODs. This doesn’t solve the problem. It is recommended that if you contribute to this issue, please include any props, assets, or prefabs that you have observed with this issue. Thank you!