Hi everyone, I’m working on a large architectural masterplan (an entire island) in World Partition with many areas/buildings.
Archviz masterplan: lots of meshes / buildings / landscape, imported area by area. If I keep everything active/loaded, I eventually run out of RAM/VRAM in the editor. (I know I can Load/unload WP cells and Use Data Layers to enable/disable groups of actors.)
The HLOD problem I’m unsure about
I need a final HLOD setup for the whole island (so far-distance views and flythroughs work smoothly). But I can’t realistically load the whole world at once in the editor to build the HLOD.
My questions
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Do I need the entire world loaded to build “final” HLODs for the whole island, or can HLODs be generated per-region/cell, without wiping out previously generated HLODs?
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If I FISRT load Area A cells → build HLODs, THEN unload Area A → load Area B → build HLODs
Will the HLODs for Area A remain, or can the next build overwrite/delete them because Area A is unloaded? -
What’s the correct workflow to incrementally build up HLODs for a huge WP world without running out of memory?
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Is there a recommended approach (editor UI vs commandlet/build farm) for large projects like this?
UE version: **5.7 / GCard: rtx 3090 24 gb vram
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Any guidance on the intended pipeline here would be hugely appreciated, as I could figure out these issues from the manual.
Thanks!