[UE5] why hlod outliner is greyed out?

hlodgrey
i cannot click #UE5-0

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Possible source of problem

I have the same question, but I’ve narrowed it down and wonder whether it is one of these problems:

  1. HLODs may not yet be working in World Partition in 5.0.1-5.0.2, e.g. this is an unlisted bug or unimplemented feature, OR
  2. HLODs work in World Partition, but none of the UIs work – neither the View Mode nor HLOD Outliner show anything. These might not be implemented yet.

Because of the lack of any other functioning feature related to HLODs in World Partition, I suspect this is an unreported bug.

Symptoms, in depth

In Non-World-Partition Levels:

  • HLOD Outliner menu item is enabled
  • The panel works as expectedYou can open it, & it functions as expected – building HLODs, etc.
  • Building HLODs has an effect.
  • Setting “View Mode” to “Hierarchical LOD Coloration” works and you can see HLODs in effect.

In World-Partition Levels:

  • HLOD Outliner menu item is disabled.
  • However, if the HLOD panel was previously opened (e.g. in a non-world partition level), the panel will be visible, but nonfunctional – no buttons work, no errors, no HLODs displayed if they seem to have been built.
  • Building HLODs takes a long time, as if the system is doing something.
  • Setting “View Mode” to “Hierarchical LOD Coloration” does not display any HLODs, as if they do not exist. Everything is in grayscale, no color (indicating no HLODs).

Next steps

Does anyone else have this same behavior or deeper insight? Is this a legit bug to file or something Epic intended but hasn’t documented or finished etc.? Thank you!

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Same here. Any update on this?

I have the Same Problem.

Same problem

Same problem here. I’m running UE 5.0.3 and world partition is activated.

This is still an issue.

Hlod in general seems to be totally broken with world partion landscapes also, the lack of communication from epic devs/reps on the various posts talking about this is as frustrating as the issue its self.

A simple - ‘we see the issue, and it will be looked into.’ Would be enough to reassure us that the feature is being worked on, and that we can write this off as a temporary blocker


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Same problem here!

Same Problem! Is there any solution yet ?

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I had this same issue.
Turns out HLODs work differently in World Partition levels. The HLOD Outliner being disabled is intentional.

See this documentation for how it works in World Partition levels:

Note: the documentation is slightly incomplete; when generating HLODs, you can also do this instead of using the commandlet:

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So what happens if an actor is set for HLOD (default) and not assigned to a HLOD layer?

Assuming your level doesn’t have a default HLOD layer, it just won’t become a part of any HLOD.

If your level does have a default HLOD layer, it will be added to said layer.

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It seems that it is not yet supported with World Partition.

bool SLevelEditor::CanSpawnLevelEditorTab(const FSpawnTabArgs& Args, FName TabIdentifier)
{
	// HLOD Outliner not yet supported with World Partition
	if (TabIdentifier == LevelEditorTabIds::LevelEditorHierarchicalLODOutliner && ensure(World) && World->IsPartitionedWorld())
	{
		return false;
	}

	return true;
}
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Does that make any sense ? Don’t large worlds need world part ? Streaming without nanite has no fine grained control.

is your comment re; ue 5.0x ?

my build hold is greyed out in 5.3, is it a 5.3 issue to be fixed I wonder, in 5.4 ?

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