---
title: World Partition - HLOD
source: https://dev.epicgames.com/documentation/en-us/unreal-engine/world-partition---hierarchical-level-of-detail-in-unreal-engine
version: Unreal Engine 5.8 Documentation
fetched: 2026-10-11
note: 原文摘录（英文），供 wiki 引用；非全文
---

# World Partition - HLOD

- Distant non-interactive actors (mountains, trees, cliffs) still visible: HLOD Layers organize Static Mesh Actors and generate a single proxy mesh and material; visualize unloaded cells, reduce draw calls, increase performance.
- HLOD Layer settings: Layer Type, Always Loaded, Cell Size, Loading Range, Parent Layer, HLODMaterial.
- Layer types: Instancing (ISM with lowest LOD; ideal for imposters, trees, foliage), Merged Mesh (single proxy), Simplified Mesh (merge + simplification). Merge options incl. Merge Materials, Use Landscape Culling, Generate Nanite Enabled Mesh; Proxy: Screen Size, Merge Distance (close gaps like doors/windows), etc.
- Actors need an HLOD Layer, Mobility Static; assigned via actor Details, Data Layer Default HLOD Layer, or World Settings Default HLOD Layer. Build HLODs or WorldPartitionHLODsBuilder (-SetupHLODs/-BuildHLODs/-DeleteHLODs); not rebuilt unless sources change.
- Visualize: Hierarchical LOD Coloration; wp.Runtime.ToggleDrawRuntimeHash2D.
