Open World Default Map
-HLOD will bake for terrain only
-Any static meshes place on the terrain will not get any HLOD created
-HLOD for terrain is strange and has tiles that remain at full LOD despite neighboring tiles swapping out
Empty Open World Default Map in a UE4 Conversion Project:
-HLOD does not work at all
I don’t know if I’m completely doing something wrong but these results just make no sense to me at all. Sometimes the meshes work, sometimes they don’t. Sometimes they have textures applied. Sometimes they don’t. I’ve tried tons of different options and using the commandlet with the same results. These are default projects that have open world enabled so I don’t really understand what I’m doing wrong.
I’d also like to know if anyone has had success with building HLODs.
To be honest, I’m surprised either of you got anything to build at all… When I try to build from the HLOD menu inside the editor, Unreal fails to build them and returns a huge list of unknown function callstack errors.
When I use the commandlet it just straight up crashes.
im suffering from this too.
I can get HLODs to build from comandlet but it bugs out and starts combining different mesh sections into the same hlod and then just straight up gives up for the rest of the landscape mesh. I think its safe to say the HLOD system is totally broken at this point. which is annoying as its one of the more interesting additions to UE5
Experiencing this sort of weird issue too I think. Using world partition and instancing HLODs. Set to always load or not it just doesn’t seem to show up in the editor at least.
Same issue here with 5.0.3 and using World Partition. I can build HLODs in the editor, and I have multiple textured buildings in the level. After building the HLODs and running in Editor if the cameras are getting away from some HLOD0 buildings first the texture disappears (but it’s still HLOD0), at a bigger distance the building is replaced with lower resolution HLOD1 - that again shows the textures.
I’m also experiencing tons of issues. HLOD coloration view is broken. Mesh reduction happens even if the method “Merge” is selected if enable Nanite is also selected.
Building Landscape HLODs in UE5.2 works perfectly fine for me.
I haven’t tried UE5.1 or UE5.0.
I also haven’t tried foliage or meshes yet, that is coming up next.
Be sure to set the Landscape LOD 0 Screen Size to at least 2.0 or the HLOD will require tons of memory.
I also have had issues using the default landscape that is provided in a new open world template, that landscape doesn’t seem to build HLODs all of the time and often just errors. New maps with new imported terrains work every time for me though.
I have also a ton of issues in 5.3. Hlod for terrain dont build, I get a ton of errors indicating different dll files missing. Something about mesh and instancing… It would be great if a Unreal dev could shine upon us here…