HLODs appear dark/near black when built for very large geometry with Virtual Textures enabled

UE - World Creation - Worldbuilding Tools - HLOD - Jan 27, 2025

Building HLODs for a very large landscape with Virtual Textures enabled results in the built HLODs being very dark for the most part. Building the same large landscape's HLODs with Virtual Textures ...

Dumping of world partitioned HLOD stats fails in commandlet

UE - World Creation - Worldbuilding Tools - HLOD - Jan 27, 2025

Dumping of world partitioned HLOD stats in commandlets no longer works since updating to Unreal 5.5. The cause seems to be that the functionality has been moved from UWorldPartitionHLODRuntimeSubsys ...

Foliage HLODs don't respect "Disallow Nanite"

UE - World Creation - Worldbuilding Tools - HLOD - Jan 15, 2025

We have a level with foliage meshes that has been placed via the foliage system. We want to place these into HLOD Layers so that we can disable nanite, and thus enabling the imposter LODs at a dista ...

Distributed HLOD builds always fail for projects not under the Engine Root

UE - World Creation - Worldbuilding Tools - HLOD - Dec 4, 2024

In BuildProject.txt, to make relative path to the project outside the engine root, all paths contains “..” after action command directory. D:/dev/UnrealEngine-5.5.0//HLODTemp/f09bf0f5/HLODBuilder0 ...

Landscape / Volume Culling option doesn't work on Simplified HLODs

UE - World Creation - Worldbuilding Tools - HLOD - Nov 26, 2024

There are options on both landscapes and HLOD layers that when enabled, performs the  culling of invisible HLOD vertices (parts of HLOD meshes ending up below the terrain).  The option works fine w ...

check fail in RegisterLevelInstance when calling Build HLOD with PLA

UE - World Creation - Worldbuilding Tools - HLOD - Nov 11, 2024

The necessary conditions to trigger the issue: The WorldPartionHLOD actor to rebuild must reference a packed level actor The packed level actor must be loaded in the map when rebuilding the HLOD ...

Investigate Actors assigned to both partitions

UE - World Creation - Worldbuilding Tools - HLOD - Oct 31, 2024

Material overrides not respected when generating HLODs.

UE - World Creation - Worldbuilding Tools - HLOD - Oct 1, 2024

When generating HLODs, it is possible for the generator to ignore material override settings. The generator will not respect the constants, and does not change them in the Material with a default se ...

Creating an HLOD with a FallbackMesh that has a section with triangles=0 will incorrectly set the UVs of the StaticMesh

UE - World Creation - Worldbuilding Tools - HLOD - Sep 11, 2024

The UVs in HLOD's StaticMesh appear to be broken when there are sections with zero triangles in the fallback mesh. This is most likely the case for sections containing only small parts. Workaroun ...

Crash after generating HLODs for merged meshes that have all triangles culled

UE - World Creation - Worldbuilding Tools - HLOD - Jul 25, 2024