This was asked last year and no avail. Now that the World Composition has been around for a while our problem still exists and in fact has now been validated by watching the Kite Demo Making Of.
We simply want to create the same system as used in the Kite Demo whereby we load in a Landscape Level that the camera is in and replace the unloaded levels with LOD Mesh Versions of the Landscape we have created in ZBrush, so that the entire Landscape appears to be visible. This was shown in the making of the Kite Demo and explained as just that. We have got this working using Level Blueprint which is fine, no problems there, however due to the floating precision problems with large worlds obviously we want to get this working with World Composition.
We have used World Composition extensively and have no problems using it. Except this. In the Epic Documentation it states the following:
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.
This says LOD’s can be created manually or generated with Simplygon. However when you actually go in to the details tab for a level there is no where to load a manually made LOD only the functions for Simplygon generation. We have no plans to purchase a license for Simplygon as we have a set budget so we are going with options we already have this being ZBrush for one to generate these LOD meshes.
So the question is this: is there a trick to loading manually made LOD meshes into World Composition for the Landscape levels? OR
Is the Epic documentation wrong?
Richard and Shez