Inside Unreal: New World Building Features

Question about the HLOD ‘instance’ layers merging. What if you have destruction, or like a resource gathering system where objects instances(trees, rocks, etc) are removed. Is there a mechanism to also remove them in the higher HLOD instance sets?

Also related to this, in multiplayer you say the server loads the whole world. Presumably that means loading the whole world at full representation(no HLOD stuff etc), because collision needs to be in tact. That means that when the player cuts down a tree, that instance index can be hidden on that tile, and on the server(to disable collision), but players that see that tree from a distance will likely continue seeing that tree if it were part of an HLOD instancing layer, correct?

I am guessing the solution to this would be to hook into the loading of HLOD levels and attempt to hide the tree on those HLOD levels as well based on a transform comparison on the proper mesh set. That sound right?

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