Thank you so much for the explanation. As my character is riding on a flying creature I was struggling to find a good tutorial on HLODs so I could create them correctly. This one gave me hope. I was almost about to replace my landscape with actors with nanite enabled to solve the distance issue but I guess I‘d run into different issues then.
This video is so underrated in the amount of information it provides and questions it answers for those of us struggling with World Partition HLODs. Thank you Queen.👑
Sorry for my English! The author! Thank you very much! This is the only video that helped me, everything works except one.. The tiles of the landscape become blurred and always "grow" above the original landscape. One can easily see the huge, high junction between the Hlod of the landscape cell and the original cell. I wish I could send you a screenshot. I'm exhausted(😓
No problem! I think I ran into similar issue with holes or jagged edges on the proxy landscape squares. I couldn't remember exactly how I fixed it but I found this forums.unrealengine.com/t/how-to-stop-holes-in-landscape-with-hlods-and-world-partition/1604383. You could try enabling nanite skirts. Here's the documentation and what you may need is under "Nanite Skirts" at dev.epicgames.com/documentation/en-us/unreal-engine/using-nanite-with-landscapes-in-unreal-engine Hopefully that's it!
Would love to know how to replace nanite trees using HLOD. Ive seen it done in a Unreal talk and have been scratching my head ever since lol. great video !
Thanks! Me too! I've been looking into tree imposters, but have a missing link : - Have nanite trees - HLOD layer for foliage set to disallow Nanite for generated HLOD - Where can we setup the imposters (since Nanite doesn't show LODs or I may be mistaken)? I even found an interesting article from 2018 about octahedral imposter trees that looked promising at shaderbits.com/blog/octahedral-impostors I feel like 6 years later the tech should be there. Maybe we watched the same video about trees and imposters at th-cam.com/video/eoxYceDfKEM/w-d-xo.html, too bad the section about tree imposters was so short! Will share if I do end up finding out, and please share here if you do too :)
I don't think so, since HLOD generation doesn't happen during runtime, and generating HLOD for an empty actor would not produce anything. I'd also like to find out more how to handle runtime spawned actors, specially if there's a lot and performance tanks. I'd think good LODs. Do share here if you find out :). On another note, level instances I'd be curious how HLODs work for those, haven't personally tested but I'd image they'd come with their own HLODs.
ooh interesting! That should be very useful, I'm not familiar with smart objects to be honest, more to learn, thanks for sharing :). I just got 5.5 yesterday, will wait for the next patch to fully integrate into my project but it's nice to snoop in the meantime
@@davy4842 oh no definitely not 5.6 haha. just the first patch, 5.5.1, just in case there's something that needs to be fixed that was missed. Just a precaution
Thank you so much for the explanation. As my character is riding on a flying creature I was struggling to find a good tutorial on HLODs so I could create them correctly. This one gave me hope. I was almost about to replace my landscape with actors with nanite enabled to solve the distance issue but I guess I‘d run into different issues then.
This video is so underrated in the amount of information it provides and questions it answers for those of us struggling with World Partition HLODs. Thank you Queen.👑
You are an absolute star. Please keep making vids your style is fantastic
Thank you!
finally!!!! thank you!!! I was stuck on how this worked because I want to build my game up I had no clue what hlods was
Sorry for my English! The author! Thank you very much! This is the only video that helped me, everything works except one.. The tiles of the landscape become blurred and always "grow" above the original landscape. One can easily see the huge, high junction between the Hlod of the landscape cell and the original cell. I wish I could send you a screenshot. I'm exhausted(😓
No problem! I think I ran into similar issue with holes or jagged edges on the proxy landscape squares. I couldn't remember exactly how I fixed it but I found this forums.unrealengine.com/t/how-to-stop-holes-in-landscape-with-hlods-and-world-partition/1604383. You could try enabling nanite skirts.
Here's the documentation and what you may need is under "Nanite Skirts" at dev.epicgames.com/documentation/en-us/unreal-engine/using-nanite-with-landscapes-in-unreal-engine
Hopefully that's it!
Finally an explanation about HLODs, well needed. Thank you :)
You're my hero ❤
Would love to know how to replace nanite trees using HLOD. Ive seen it done in a Unreal talk and have been scratching my head ever since lol. great video !
Thanks! Me too! I've been looking into tree imposters, but have a missing link :
- Have nanite trees
- HLOD layer for foliage set to disallow Nanite for generated HLOD
- Where can we setup the imposters (since Nanite doesn't show LODs or I may be mistaken)?
I even found an interesting article from 2018 about octahedral imposter trees that looked promising at shaderbits.com/blog/octahedral-impostors I feel like 6 years later the tech should be there.
Maybe we watched the same video about trees and imposters at th-cam.com/video/eoxYceDfKEM/w-d-xo.html, too bad the section about tree imposters was so short!
Will share if I do end up finding out, and please share here if you do too :)
I have an actor just empty. And then i spawn mesh at runtime for this actor. Does HLOD work for this case?
I don't think so, since HLOD generation doesn't happen during runtime, and generating HLOD for an empty actor would not produce anything.
I'd also like to find out more how to handle runtime spawned actors, specially if there's a lot and performance tanks. I'd think good LODs. Do share here if you find out :).
On another note, level instances I'd be curious how HLODs work for those, haven't personally tested but I'd image they'd come with their own HLODs.
Hi there are new maps in Lyra that have smart object implementation!! Can you help cover that please?
ooh interesting! That should be very useful, I'm not familiar with smart objects to be honest, more to learn, thanks for sharing :). I just got 5.5 yesterday, will wait for the next patch to fully integrate into my project but it's nice to snoop in the meantime
@@nancedevdiaries until 5.6? That’s half a year..any reasons why?
@@davy4842 oh no definitely not 5.6 haha. just the first patch, 5.5.1, just in case there's something that needs to be fixed that was missed. Just a precaution
Hey Can u Tell me why my actor is showing in editor viewport but not in game window?
Could your actor have “Hidden in Game” checked? Or maybe it's streaming and not loaded and doesn't have HLODs?