Hello,
I’ve been testing out HLOD creation in World Partition maps in both UE5EA and UE5 Preview.
One of the first issues I encountered was that during runtime, HLODs of non-Nanite meshes will render with the default material, as seen in this screenshot.
To reproduce this bug:
1: add an Instancing or Mesh Merge HLOD Layer as the Default HLOD Layer in the World Partition settings
2: place non-Nanite meshes (e.g. from Starter Content) in the map. Save.
3. Exit the editor, run the HLOD commandlet
4. Re-open the editor and the map.
5. Play the map in PIE. Observe that the HLOD meshes all have the default gray material.
This issue occurs in UE5EA and UE5Preview.
The HLOD coloration viewmode doesn’t seem to work correctly at the moment.
In the editor viewport window, it doesn’t seem to work at all for HLODs.
In PIE, HLOD coloration does work on:
- Instanced HLOD built from non-Nanite meshes
- Merged Mesh HLOD (default settings) built from non-Nanite meshes
- Simplified Mesh HLOD (default settings)
In PIE, HLOD coloration doesn’t work on any Nanite meshes, for example:
- Instanced HLOD built from Nanite meshes
- Merged Mesh/Simplified Mesh HLODs with “Generate Nanite Enabled Mesh” enabled.
When running the HLOD commandlet in UE5Preview, I get a lot of these warnings. Should I be worried about these, and is there anything I can do about these?
LogPackageName: Warning: DoesPackageExist called on PackageName that will always return false. Reason: Input '/Memory/HLODLevelStreaming_HLODlayer_SimplifiedMesh_00000000e8100a22' is in a memory-only mount point.
In UE5Preview, the World Partition in-editor Preview Grid (enabled in the World Partition section of the World Settings) slides/rotates over the surface rather than being in place. (Worked correctly in UE5EA).
Many thanks,
Kees
