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Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Aggregate StaticMeshActors in Unreal Engine using the Simplygon Subsystem and Python
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.

Optimize Unreal Engine levels with visibility culled Stand-Ins
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.

How to build HLOD clusters for World Partition levels with Simplygon
In this post we'll showcase how to build HLODs for world partition levels in Unreal Engine 5 using Simplygon's new HLOD builder.
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