Holes in terrain visable in terrain at a distance

I’ve got a few large scale buildings that are easily recognisable from a distance, and more importantly, they are built into holes I’ve cut in the terrain. My problem is that with the world partiition system active, when you move far enough away the building disappears but the landscape remains leaving a big hole. Does anyone know how to set set things so that at least the walls and ground will render at lower detail so it covers the holes without the smaller detailed object not rendering? Preferably without tanking memory


Yeah distance is fun… terrain warps, mesh morphs…
A few ways to tackle or a combo,

Setting the world partition grid size and loading range will adjust the building disappearance distance. Set the loading range to keep the building in a drawn cell from the farthest place you would be able to see it.

In the Properties of your building actors theres the Is Spacially Loaded tick, turn that off for the building pieces to be always loaded in memory, hopefully the amount of objects you need to keep it looking good from a distance doesn’t take up too much memory, you should be OK though.

And I think there is also LODs and HLODs I have no idea what I’m talking about here havent gone there yet but the term building HLODs sounds interesting and something about using less detailed meshes for distance.

Good Luck

Building HLOD’s will create several different models with different levels of detail that progressively get better the closer you are to the object(s) in question (HLOD’s are what the official BR map uses). The farther away you are from the object, the less detailed it will be. When you closer, it will become more detailed until it reaches max detail at close ranges. This will take more memory than having streaming enabled, but less memory than if streaming were off.

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my problem is I need a few particular assets to render even if I am out of normal range for it. I just need to be able to set the walls and roof pieces to render at least when the player is in a certain position in which the landscape mesh doesn’t obscure them and leave the rest of the decorative assets to render with the world partition. Otherwise you can easily see a massive hole in the landscape mesh from like 50000 units away and its up the side of a cliff so I can’t really hid it behind foilage or modify the landscape to hid it easily. I’ve tried removing the actors from the HLOD and I’ve tried ticking off is spacially loaded and its still vanish at a distance.

I’ve tried turning off the Spacially loaded tick and the “includ in the HLOD” tick and it still disappears.

How about the DesiredMaxDrawDistance in the StaticMeshComponent of the objects ?. The description says the distance to cull this primitive at

I just looked at that and it won’t let me go over 22000 units.

On this page it talks about stopping distant actors from disappearing, building HLODs to replace unloaded cells.