Hierarchical Level of Detail (HLOD) Setup for UE4 2.1 HLODs are large assets that replace collections of assets that draw from long distances. This is useful for reducing draw calls and tri-counts when you're working with large levels with long lines of sight. But the system is a bit tricky and misleading at times with… Continue reading Unreal Engine – HLODs
Tag: UE4
Unreal 4 Lighting
These settings were copied from a reddit post, posted by user u/mariuz - all credit goes to him for the collected information. Any modifications or changes per UE4 version changes are added below that I've come to learn. "I will leave my lighting cheat sheet here. These are the settings brewed from best-looking UE4 scenes… Continue reading Unreal 4 Lighting
