UE5 Distant Mountains "popping"

I’m experimenting with UE5 and the new World Partition on a huge, open world style, tiled heightfield map from WorldMachine. I was able to import the heightfields just fine and the World Partition is making the cells load/unload as expected based on my settings. However, I am not sure how to avoid the distant mountain terrain from popping. I don’t see a way to set just those landscape tiles as “always loaded”. The new HLOD system in UE5 seems like the solution but the documentation states that it does not (yet) work with landscapes. Extending the distance too far defeats the benefits of world partition in the first place.

Is my only option to make a of bunch big mountain meshes and implement them into the HLOD system so they always load?

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