How to render multiple cameras simultaneously with max LOD in a large level?

I’m trying to render the UE city sample from multiple camera locations simultaneously.
I set up the render sequence, added multiple cameras and checked “render all cameras” in the configuration, and rendered it.

What I’m getting looks good for the first camera (the one being added to camera cut).

However, the second camera was at some distance from the first one, and the static meshes look good but none of the vehicles/pedestrians were rendered.

The third camera was very far away from the first one, and everything was rendered at very low poly.

I’m wondering if there’s a way to ensure all cameras were rendered at the same quality as the first one, because right now the engine still seems to consider this as a game and the first camera being “the player” where the LODs are loaded based on it exclusively.
Any suggestion is appreciated!!

I tried adding a “game override” setting in the rendering config, and had “use LODZero” and “Disable HLODs” checked, but that doesn’t seem to change anything.

Ok for anyone running into the same issue, here’s the fix.

According to the UE5 world partition documentation

Streaming sources are components that define a position in the world and trigger the loading of cells around them. Player Controllers are a streaming source. Other streaming sources can be added to the world using the World Partition Streaming Source component.

Therefore, you need to place a BP_StreamingSource wherever you want things to load at high poly and actors to spawn, in my case the camera locations.
BP_StreamingSource can be found in the content browser.

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