Generate HLODs in a world partition level tutorial tips & tricks : save time and gain performance

Поділитися
Вставка
  • Опубліковано 4 січ 2025

КОМЕНТАРІ • 23

  • @douglasgomes6794
    @douglasgomes6794 День тому

    Thank you very much I was struggling to understand this system, helped me a lot.

  • @rickfuzzy
    @rickfuzzy Місяць тому +3

    You are an absolute star. Please keep making vids your style is fantastic

  • @thirdagegames1605
    @thirdagegames1605 2 місяці тому +2

    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.👑

  • @polymaigcmvfavo
    @polymaigcmvfavo Місяць тому +1

    this is the best HLOD walk through on youtube. thanks!

  • @mingyenwu9621
    @mingyenwu9621 18 годин тому

    Very informative!

  • @PaganDevout
    @PaganDevout 2 місяці тому +2

    Finally an explanation about HLODs, well needed. Thank you :)

  • @DJNAS454
    @DJNAS454 2 місяці тому +1

    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

  • @iced34ler73
    @iced34ler73 Місяць тому +1

    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.

  • @BruhZerk
    @BruhZerk Місяць тому +1

    You're my hero ❤

  • @Stuffy_man
    @Stuffy_man Місяць тому +1

    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(😓

    • @nancedevdiaries
      @nancedevdiaries  Місяць тому

      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!

  • @SonsOfMars-Game
    @SonsOfMars-Game Місяць тому +2

    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 !

    • @nancedevdiaries
      @nancedevdiaries  Місяць тому

      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 ua-cam.com/video/eoxYceDfKEM/v-deo.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 :)

  • @RiverFox_YT
    @RiverFox_YT 13 годин тому

    whenever i try to rebuild the hlods i get an error saying failed to build. any ideas?

  • @davy4842
    @davy4842 Місяць тому +1

    Hi there are new maps in Lyra that have smart object implementation!! Can you help cover that please?

    • @nancedevdiaries
      @nancedevdiaries  Місяць тому

      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
      @davy4842 Місяць тому

      @@nancedevdiaries until 5.6? That’s half a year..any reasons why?

    • @nancedevdiaries
      @nancedevdiaries  Місяць тому

      @@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

  • @AdityaSingh-gb1yx
    @AdityaSingh-gb1yx 2 місяці тому +1

    Hey Can u Tell me why my actor is showing in editor viewport but not in game window?

    • @nancedevdiaries
      @nancedevdiaries  2 місяці тому

      Could your actor have “Hidden in Game” checked? Or maybe it's streaming and not loaded and doesn't have HLODs?

  • @mupmuptv
    @mupmuptv 2 місяці тому +1

    I have an actor just empty. And then i spawn mesh at runtime for this actor. Does HLOD work for this case?

    • @nancedevdiaries
      @nancedevdiaries  2 місяці тому

      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.