build_hlod
Initiate a world HLOD build for the current Unreal Editor world, checking if it's a World Partition map and reporting whether the async build can start.
Instructions
Triggers a world HLOD build for the current editor world. This is a HEAVY/async operation that requires a World Partition world plus the WorldPartitionHLODsBuilder commandlet / a long-running editor build job, so it cannot be driven synchronously from a single request. The tool does the headless-safe part for real (resolves the editor world, detects World Partition) and returns an honest result: build_started is false with a note explaining why (not a World Partition map, or async/commandlet-only).
Returns: { world: string, is_world_partition: bool, build_started: bool, note?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||