Cannot save generated HLOD if streaming level position is different than 0,0,0

Steps to reproduce:

  1. Create 3 levels - Master (persistent), Sub1 (Streaming level, always loaded), , Sub2 (Streaming level, always loaded)
  2. Set Sub2 streaming level position in level details panel
  3. Add some meshes to Sub1 and Sub2 levels
  4. Enable HLOD generation in world details panel
  5. Generate clusters
  6. Build proxy meshes
  7. Save all levels

HLOD data in Sub2 will be discarded upon save

Hey ,

I just ran through the steps you have provided, and did not get the same results you are reporting. Perhaps I missed a step, or I am overlooking something but on my end both levels saved the generated clusters and proxy meshes.

Let me know if you think I could have missed something, or if you discovered any new information.

Thank you,

Hi, I think that you missed one thing in your setup:

So I retested and still got the expected and correct results. Perhaps what you are seeing is something that I took notice of when testing on my end.

What I noticed is that if you are somewhat close to the HLOD meshes you generated, you can select the individual meshes from the the entire HLOD group as that HLOD has not been called upon yet. In other words, the lowest LOD (original mesh LOD) is being used. When you back away from the mesh group and it triggers the actual HLOD to take over, you can select any one of the meshes and it will select the entire group.

Close Up Selection

Distant Selection

Nothing super surprising that when you are further away from the actors, it triggers the HLOD to take over, but perhaps this could be part of what you are seeing. I would also just try rebuilding your geometry to see if that resolves the issue.

Let me know if you have additional questions.

Thank you,