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LODs

AtomsUnreal support skeletal mesh LODs. TO be able to use LODs on agents in-game mode, enable them inside the skeletal meshes. LODs are not supported in editor mode, but they can be selected manually from the AgentGroup actor.

Locate the Frustum Culling section inside the AtomsAgentGroup actor properties. Change the “Agent Max Scree Height” property. This overrides the agent screen height used by the LODs system. So a value of 0 will use the lowest LOD, while if you want to set a specific LOD, you should match the skeletal mesh “Screen Size“ property of the LOD chosen.

Enable Editor Lod Culling

This is an experimental property that enables the LODs and frustum culling in editor mode. If Unreal became unstable, please turn it off.

Frustum Culling

Check the “Enable Frustum Culling and LODs“ property to activate the frustum cullingCheck the “Enable Frustum Culling and LODs“ property to activate the frustum culling and LODs in gameplay. Check the “Enable editor culling“ and “Enable editor lod“ if you want to activate them inside the editor. If you need to increase the frustum volume, enable the “overwrite frustum calling FOV“ and change the “Offset Info” “Frustum culling FOV” property.

The Frustum culling works only you play your level since it uses the projection camera matrix of the player pawn.

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