Announcement

Collapse
No announcement yet.

No documentation on the HLOD feature

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #16
    KVolger, Tim Hobson

    Thank you very much! Now it's very clear and great feature for me).

    Knowledge by this thread is enough for wiki page/documentation, I think

    If some moderator copy/past this - in the future students will appreciate this too!
    Igor, swamper, sole proprietorship

    Comment


      #17
      [MENTION=35475]6r0m[/MENTION]

      And here is the doc for it now

      https://docs.unrealengine.com/latest...LOD/index.html

      Comment


        #18
        Originally posted by KVogler View Post
        [MENTION=35475]6r0m[/MENTION]

        And here is the doc for it now

        https://docs.unrealengine.com/latest...LOD/index.html
        Awesome!
        Igor, swamper, sole proprietorship

        Comment


          #19
          We have a training stream this upcoming Tuesday November 15 for HLODs! Come check it out and bring your questions!

          https://forums.unrealengine.com/show...e-From-Epic-HQ
          Tim Hobson | Learning Resources | Epic Games
          UE4 Documentation

          Comment


            #20
            Come check it out and bring your questions!
            Awesome
            One I have already: How is collision handled for the HLOD mesh. (Couldnt find a word on it in the docs)

            Comment


              #21
              Originally posted by KVogler View Post
              Awesome
              One I have already: How is collision handled for the HLOD mesh. (Couldnt find a word on it in the docs)
              Just like Static Meshes you have a couple of ways to go about this.

              - You can use the option for "Merge Physics Data". This will take any existing collision primitives and merged them all together in the HLOD settings under Mesh Generation settings > Merge Settings > Merge Physics Data.
              - Alternatively, you can open the generated proxy mesh and enable Per-Poly collision for this mesh if you'd like or re-generate collision using the auto-convex collision window, like any other static mesh. Now that we have the option in 4.14 to decimate a mesh within the editor without a third-party plugin. If you wanted to use per-poly collision instead of simple collision primitives, I would suggest taking the proxy mesh and decimating it down for a LOD for your HLOD proxy in the static mesh editor (confused yet?!) and assigning that lower poly LOD as your collision mesh with the options under the static mesh settings for "LOD for Collision".

              Definitley a good question and for susinctness can you post your question over in the Stream thread as well so that Ian and Alex make sure this is seen and hopefully covered.
              Tim Hobson | Learning Resources | Epic Games
              UE4 Documentation

              Comment


                #22
                This HLOD system never seemed to get off the ground for me.. i always run into issues.... ever since it was first included... and even today im having issues in 4.13....

                Crashing editor issues for certain areas when i generate proxy mesh..

                https://answers.unrealengine.com/que...sublevels.html

                Comment


                  #23
                  I tried to use this system, but in auto - it's crushed in 100% cases (4.14.3). In manual - 50 %: one normal, second - crush. I know that it's must not use with decals, blueprint and all not mesh - absolutely crushing. finally it's begin to crush on manual with a few mesh - I'm very sad and crushed too. I had high hopes for this feature for optimization and I like how it must work

                  :cry:
                  Igor, swamper, sole proprietorship

                  Comment


                    #24
                    Does anyone have any ideas why Desired Bound Radius has no effect in Hierarchical LOD when working on a sub-levels, if i open the sub-level on its own it all works ok.

                    Comment

                    Working...
                    X