UE5.6 WorldPartitionHLODsBuilder crashes when using WorldPartitionRuntimeSpatialHash

Yes, going forward, it’s recommended to use WorldPartitionRuntimeHashSet over WorldPartitionRuntimeSpatialHash (see here):

  • Avoids promotional issues of actors ending up in higher-level cells: Tech Note: World Partition Spatially Loaded Actors are Always Loaded.
  • Supports 3D.
  • Each object holds their HLODSetups layer settings. This means you can reuse your HLOD layer assets across multiple grids without being constrained to the same streaming settings of each one (HLOD cell size and loading range).
  • Licensees can now implement their own partitioning schemes easily, without having to implement custom code for HLODs and Data Layers.

Currently, we’re keeping WorldPartitionRuntimeSpatialHash around for those who are unable to switch over due to being at a certain point in their project’s timeline.

-Ryan