UE5 World Partition Part 13 HLOD Part 1

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UE5 World Partition Series Part 13 HLODs Part 1.

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Chapters:
00:00 Introduction
00:29 What is HLOD
00:49 Landscape LOD
02:27 Example HLODs

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If your computer runs out of memory creating the HLODs for your Landscape, then you may require a computer with more memory.
You can try changing your Page File to Custom and setting the Maximum Size to a value such as 524288MB which is 512GB.
There is no alternate method that I have found that can batch build selected Landscape Streaming Proxies, it's all or none.

demenzunmedia
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this tutorial/explanation series is absolutely great, thank you

dcspilot
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The best and almost only UE5 HLOD video for terrain. I'm having an issue when adding procedural foliage. Even with lower poly trees (200), my build hangs when making a default Merged HLOD layer on an 8k landscape scaled 250 x 250 x 100. When I don't add the trees, I build in about 5 minutes. I can also build fine on a low resolution map with the trees. So, I'm guessing my trees are the problem. Increasing my screen size to 10 didn't seem to help. I wondered if you had any tips for adding foliage such as trees to HLODs and if maybe you would be willing to demonstrate adding some trees on an 8k map. Thanks!

MarkLuttrell
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Thanks, HLOD has always interested me but I haven't really looked into it....

istealpixel
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has this process changed in the last 8 months? i built HLODs with an LOD0 screen size of 2.0 and all i see is the full resolution landscape when i enter wireframe.. i must be doing something wrong.

edit: hmm apparently it's working but I only see LOD0 in the viewport. If I run the game and use `viewmode wireframe` the HLODs are showing there. guess that's all that matters, but it's definitely confusing

ABentPaperclip
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Want to mention the memory leak problem has been fixed in the latest unreal. It also doesn't seem to use LOD0 if you don't put a large LOD0 screen size before u build HLODs. Idk what they use but it comes out pretty low poly right out of the box and doesn't need that trick where u have to increase your LOD0 on the landscape before building HLODs.

StarCourtesan
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What do you mean by screen size? I was thinking it referred to how much of the screen the landscape takes up, until you put in a value greater than 1. So I'm unsure of what this means.

Elon-nq
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By the way, we discussed this problem with you on the Unreal Engine forum, namely, how to find a way to create HLODs landscape tiles separately without affecting others... Thank you for answering my question there.👍👍👍

DodgerEcho
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I havent dug into HLODs myself yet, but something Ive been wanting to do - theres no way to tell the system only to build part of the map, or tell it to build it in chunks right ?

ZoiN
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do you recommend Partition or Composition? I do like UE5 but seems like going back to 4.27 would be more stable?

dondahighhh
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But we don't need this anymore because of nanite, right?

BubuRuzu
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When i change the landscape LOD, the collision of Landscape also change. How can i solve this??

dream_giver
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Couple of points and questions i'd like to bounce off you.

1. The primary difference I see here is that instead of Landscape LOD's being generated in UE4, this is now built into World Partition HLOD in UE5 which is FANTASTIC....however....
2. Why would we still prefer this method, over say enable Nanite for Landscapes (in the case of large open worlds ie 16km)??

Would love your thoughts, and great video.

jasonk