I tested with different models and textures, but the result remains the same. I also changed the Unreal Engine version, but the issue still persists — even in editor mode.
I packaged the project as an .exe and ran it, and although the problem seemed slightly reduced, it still continued.
I created and imported my own custom models — same result.
I also tried creating entirely new projects from scratch, but the issue still wasn’t resolved.
I’m looking for a solution and would really appreciate any help.
I assume you’re talking about the walls not re-drawing quickly enough?
It’s a well know effect.
The engine doesn’t draw things that are not on camera. If you constantly change camera angle, especially with a high contrast background like that, it will be obvious.
Some low impact ways around it are
1 Have walls outside the compound instead of sky
2 Don’t have lines of sight that go all the way out of the building
Another approach is to find which meshes need to always be drawn and increasing object bounds in the mesh details.
You can actually turn off occlusion culling at the project level. If you’re prepared to work with that in mind, it could be totally ok. But more likely, in a few weeks, it will leave you wondering why you shiny new level is running like a dog with a wooden leg.
Thanks a lot for the detailed explanation!
It really helped me understand what’s going on with the rendering and how to approach fixing it. I appreciate the practical suggestions—especially the ones that don’t hurt performance too much. I’ll definitely try them out. Thanks again for taking the time to share your knowledge!