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          Hierarchical Level of Detail

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

          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

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          Welcome to the new Unreal Engine 4 Documentation site!

          We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

          We'll be sure to let you know when the new system is up and running.

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