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wiki/concepts/HierarchicalLOD.md
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wiki/concepts/HierarchicalLOD.md
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---
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title: "HierarchicalLOD"
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type: concept
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tags: ["unreal-engine", "lod", "optimization", "rendering"]
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sources: ["unreal-world-builder"]
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last_updated: 2026-04-30
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---
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## Aliases
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- HLOD
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- Hierarchical Level of Detail
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- 层级 LOD
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- HLOD System
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## Definition
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HLOD(Hierarchical Level of Detail,层级 LOD)是 Unreal Engine 5 中将远处多个 Actor 合并为少量网格的系统,消除远处的 Actor 数量爆炸和几何 pop-in,显著降低 Draw Calls 和渲染开销。
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## Core Rules
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- **强制构建**:所有 500m 以外可见区域必须生成 HLOD,未构建 HLOD 会导致远处 Actor 数量爆炸
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- **生成而非手绘**:HLOD 网格由引擎自动生成,任何几何变更后必须重新构建
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- **Mesh Merge 方法**:最快构建速度,对 > 500m 距离可接受质量
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- **目标参数**:LOD Screen Size ≤ 0.01,Draw Distance ≥ 50,000cm(500m)
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- **材质烘焙**:启用,1024×1024 烘焙纹理
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## Actor Type Handling
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| Actor 类型 | HLOD 处理 |
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|-----------|----------|
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| StaticMeshActor | 包含在 HLOD 合并 |
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| Nanite 启用网格 | **排除**(Nanite 自身处理 LOD) |
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| Skeletal Mesh | **不支持**(不合并) |
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## Build Settings
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- **Merge Distance**:50cm(焊接附近几何)
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- **Hard Angle Threshold**:80°(保留锐边)
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- **Target Triangle Count**:每 HLOD 网格 5000 三角形
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## Visual Validation
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必须在以下相机距离进行目视验证:
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- 600m
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- 1000m
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- 2000m
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HLOD 瑕疵靠视觉捕获,而非 Profiler。
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## Rebuild Triggers
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任何以下变更必须触发 HLOD 重建:
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- 几何添加或移除
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- 材质变更
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- Actor 变换
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## Connections
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- [[UnrealWorldBuilder]] ← 远距离优化 ← HierarchicalLOD
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- [[UnrealEngine5]] ← 核心引擎 ← HierarchicalLOD
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- [[Nanite]] ← 互补(处理 Nanite 资产)← HierarchicalLOD
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## Sources
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- [[unreal-world-builder]]
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