Hierarchical Level of Detail

Information on the Hierarchical Level of Detail system in Unreal Engine 4

Choose your operating system:

Windows

macOS

Linux

HLOD_header.png

The Hierarchical Level of Detail (HLOD) system has been developed as a way to increase performance and keep the quality bar high for projects using Unreal Engine 4.11 or later. HLODs can replace multiple Static Mesh Actors with single, combined Static Mesh Actor at long view distances. This helps reduce the number of Actors that need to be rendered for the scene, increasing performance by lowering the number of draw calls per frame.

Refer to each of the sections below for more information on working with the system.

Starting Out

Guides

Reference

Tags
Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss