Hi guys! Thank you for sharing your thoughts and attempts! It helped me a lot recently. I also would like to share some of the tips about the HLODs since this page is quite popular. Some of the points were already mentioned in this thread, so I just collected them once again in one message. I hope it will help somebody.…
oh well, in my case even 1 Tb wasn't enough. So if you can - use merged HLOD, but Approx is much better for trees (Merged makes them looks like LOD3 :) ) So lower settings as you could )
5.3 update : still unworkable but at least more of the crashes give you actionable information lod selection for landscape tiles is still garbage texture sizes for generated materials seem to be 8k regardless of what settings you select which leads to GPU memory crashes during the build (there are a couple of engine…
Ok, now it works 1) Go to https://docs.unrealengine.com/5.0/en-US/world-partition---hierarchical-level-of-detail-in-unreal-engine/ 2) Browse to Generating HLODs section 3) Use command interpreter as described 4) UE must be closed 5) Profit So seems like HLOD building broken only in-engine.
okay - so I got it to build HLODs, this is as much a post for future me as it is for anyone else This is a level with two separate 4032x4032 landscapes placed side by side (indie gaea has an export size limit) , the build took around 45 minutes on a 5950x with 64gb, a 3080 and it was all running off fast PCIE4 nvme disks -…
I may be confused, I may be wrong and I would be very happy to find out that is the case but.. Even if we pretend there's no Out of Memory crashes in the HLOD builder it still behaves very inconsistently and will frequently lead to GPU crashes on launching your level I take a relatively small (4k*4k) landscape I create an…