Hierarchical LOD (HLOD)
Level of detail for groups of objects. Distant clusters of meshes are replaced by one merged, simplified or instanced proxy, cutting draw calls and keeping unloaded areas visible.
Hierarchical LOD (HLOD) is level of detail for groups of objects. A normal LOD swaps one mesh for a cheaper version of itself. HLOD swaps a whole cluster of meshes, such as every building in a city block, for one combined proxy when the cluster is far away.
In Unreal Engine's World Partition, the HLOD system "uses custom HLOD Layers to organize large amounts of Static Mesh Actors" and generates "a single proxy mesh and Material" from them (Unreal Engine documentation: World Partition - Hierarchical Level of Detail).
#Why HLOD exists
Two problems grow with world size:
- Draw calls. Every separate mesh and material costs the CPU a draw call, even if the object is a few pixels wide. Epic uses HLOD "to reduce the number of draw calls per frame" (Unreal Engine documentation: World Partition - Hierarchical Level of Detail).
- Streaming. Open worlds load and unload areas as the player moves. HLOD is how unloaded World Partition cells stay visible: distant, non-interactive actors such as mountains, trees and cliffs remain on screen as proxies (Unreal Engine documentation: World Partition - Hierarchical Level of Detail).
#Types of HLOD proxy
Unreal's World Partition offers three layer types (Unreal Engine documentation: World Partition - Hierarchical Level of Detail):
| Layer type | What it builds | Good for |
|---|---|---|
| Instancing | Replaces meshes with Instanced Static Mesh components | Trees, foliage and their impostors (Unreal Engine documentation) |
| Merged Mesh | Merges meshes into a single proxy mesh | Clusters that already have modest triangle counts |
| Simplified Mesh | Merges, then simplifies the proxy | Dense architecture seen only from far away |
Merged and Simplified layers can also "Generate Nanite Enabled Mesh" for the proxy (Unreal Engine documentation: World Partition - Hierarchical Level of Detail). Each layer has a Cell Size for its runtime grid and a Loading Range at which its cells stream (Unreal Engine documentation: World Partition - Hierarchical Level of Detail). You build HLODs from Build > Build HLODs or with the WorldPartitionHLODsBuilder commandlet (Unreal Engine documentation: World Partition - Hierarchical Level of Detail). Changing a source actor marks its HLOD for a rebuild the next time you run the build (Unreal Engine documentation: World Partition - Hierarchical Level of Detail).
The Instancing type ties HLOD to instancing: Epic notes that an instance uses far less memory than a full primitive (64 bytes against 672) (Unreal Engine documentation: Instanced Static Mesh Component in Unreal…).
#In different tools
- Unreal Engine: World Partition HLOD layers (Instancing, Merged Mesh, Simplified Mesh) (Unreal Engine documentation: World Partition - Hierarchical Level of Detail).
- Other engines and tools: see level of detail for Simplygon's HLOD builder and general LOD tools, and impostors and billboards for card-based distant proxies.
#Related terms
level of detail · impostors and billboards · instancing · draw calls · virtualised geometry · terrain and landscapes
#Further reading and watching
References
- · World Partition - Hierarchical Level of Detail · Unreal Engine documentation, 2026 · docs · accessed 2026-10-21
- · Instanced Static Mesh Component in Unreal Engine · Unreal Engine documentation, 2026 · docs · accessed 2026-10-21
Pages that link here
- UV, retopology and baking tools Reference
- Modular kits Topic
- Level of detail (LOD) Topic
- Impostors and billboards Key term
- Instancing Key term
- Decimation Key term
- Procedural placement and scattering Topic
- Performance and profiling Topic
- Draw calls Key term
Last updated 2026-10-22