@neighbourlee That’s what I thought, thanks for confirming it. It feels like the HLOD system should be able to generated streaming level imposters.
The next question then is how to streamline what we do next. I could create low-res static mesh imposters, or maybe we could load a lower detail landscape with the same tile size and display that turning off the relevant landscape component as the level that replaces it streams in (and turning it back on when the level is unloaded). That doesn’t solve the issue of foliage, buildings and other features placed in the level. I think we need some kind of level imposter.
[USER=“3140864”]MostHost LA[/USER] awesome, cheers! I’ll check that out now. Man, it looks like everything it needs is there, just hard to find.
I’m well familiar with origin shifting. It’s not just physics - even world position values in materials start being screwy.