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---
title: "HierarchicalLOD"
type: concept
tags: ["unreal-engine", "lod", "optimization", "rendering"]
sources: ["unreal-world-builder"]
last_updated: 2026-04-30
---
## Aliases
- HLOD
- Hierarchical Level of Detail
- 层级 LOD
- HLOD System
## Definition
HLODHierarchical 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。
## Core Rules
- **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
- **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
- **Mesh Merge 方法**:最快构建速度,对 > 500m 距离可接受质量
- **目标参数**LOD Screen Size ≤ 0.01Draw Distance ≥ 50,000cm500m
- **材质烘焙**启用1024×1024 烘焙纹理
## Actor Type Handling
| Actor 类型 | HLOD 处理 |
|-----------|----------|
| StaticMeshActor | 包含在 HLOD 合并 |
| Nanite 启用网格 | **排除**Nanite 自身处理 LOD |
| Skeletal Mesh | **不支持**(不合并) |
## Build Settings
- **Merge Distance**50cm焊接附近几何
- **Hard Angle Threshold**80°保留锐边
- **Target Triangle Count**:每 HLOD 网格 5000 三角形
## Visual Validation
必须在以下相机距离进行目视验证:
- 600m
- 1000m
- 2000m
HLOD 瑕疵靠视觉捕获,而非 Profiler。
## Rebuild Triggers
任何以下变更必须触发 HLOD 重建:
- 几何添加或移除
- 材质变更
- Actor 变换
## Connections
- [[UnrealWorldBuilder]] ← 远距离优化 ← HierarchicalLOD
- [[UnrealEngine5]] ← 核心引擎 ← HierarchicalLOD
- [[Nanite]] ← 互补(处理 Nanite 资产)← HierarchicalLOD
## Sources
- [[unreal-world-builder]]