In this blog we will have a first look at the new Simplygon Subsystem import and export API for Unreal Engine and how to use it using Python. We will use it to aggregate and remove internal geometry of a collection of Static Mesh Actors.
This blog will cover how to use Stand-Ins in Unreal Engine to replace distant meshes with simple proxy meshes. We will use visibility culling to cull away any geometry not visible from the player's perspective.
In this post we'll showcase how to build HLODs for world partition levels in Unreal Engine 5 using Simplygon's new HLOD builder.