How do you create level stream LODs without simplygon?

How do you create level stream LODs without simplygon?

I tried creating another version of the map with _LOD# at the end and kept the original map the original name…

I also tried deleting the original version… and instead just naming the original name_LOD1 and the next low def version name_LOD2

Problem is the first method shows the original map in my world composition, but details for the level only allow me to create an lod with simplygon. Does not detect the _LOD version…

The 2nd method no _LOD# versions are detected so the map doesnt exist to world compoisition…

What am i doing wrong?

I am not sure what you are trying to achieve but LOD’s should be added to the mesh either on the first import of the mesh into UE4 or in the mesh editor. Here is a UDN article that talks more about how LOD’s work inside UE4.

Not LODs for meshes, but LODs for entire levels… for level streaming. Thats what im looking for… i know it exists… your documentation describes it World Composition User Guide | Unreal Engine Documentation

Thats what i cant make work.

Not LODs for meshes, but LODs for entire levels… for level streaming. Thats what im looking for… i know it exists… your documentation describes it https://docs.unrealengine.com/latest...ml#lodsettings

Thats what i cant make work.

I do not believe we currently support manual level LOD without the simplygon generation.

How come it says you can in your documentation… World Composition User Guide | Unreal Engine Documentation

“Each level in the world composition can have up to 4 LOD streaming levels. LOD streaming levels are similar to mesh LOD. Depending on streaming distance settings streaming level will be replaced with corresponding LOD level. LOD levels automatically discovered by World Composition using pattern _LOD#. Where number should be from 1 to 4. LOD levels can be created manually or with automatic LOD map generator which requires Simplygon.”

And this also makes sense that something is happening when i create a level called name_LOD2 for example… world composer will not see that map… as though it knows we have the original name and that one fits into it somehow…

Now that i think about it… I think that it did work. Because i did make it work in 1 attempt. I have no idea how… but it did load the lower res version of the map and i could even walk through it cause that model had no collision… then as i was inside of it eventually the full version loaded up… I have no idea how it happened and i have not been able to replicate it.

Unless of course i screwed up the naming convention and had both load up… they are the same geometry, one was just an atlased texture…with no collision… But as i stated if i do name it correctly… it doesnt load the LOD map files… so im just assuming it would do that for a reason.