[BUG] Use As Occluder Missing from relevant Actor Properties

Build Info
Version: 1808360

Install Path: C:/Program Files/Rocket

Specs
OS: Windows 8 64-bit

RAM: 24 GB

Graphics Card: GTX 650 Ti 2GB GDDR5 – Driver 314.22

UAC: On

Description
Use As Occluder is no longer available as an Actor Property

Repro Steps
Select any StaticMeshActor or InterpActor in a map.
Examine the contents of the Details Panel using the “Show All Advanced Details” drop down option.
Inspect all elements.
Notice Use As Occluder is missing from Rendering. It is not found elsewhere.

Results
I am not able to use some typical optimization workflows.

Expected
I have a checkbox item for Use As Occluder nested under “Rendering”

This was deliberately removed and hasn’t been editable for quite some time. The renderer will automatically choose what to render in the depth pre-pass based on the size of the object on screen.

Thank you for the explanation. I think it’s great.

The basis for the questions was that I often work with modified and branched versions of UE3. Sometimes UseAsOccluder is still evident and when I ask if it works and receive a positive answer, I have a custom workflow that yields fast results.

Is UE4 using Umbra Culling or is it a new, proprietary system? My concern is for older platforms like the 360 and PS3 as well as the PC market.

UE4 doesn’t support current-gen consoles. UE4 still uses an occlusion system similar to UE3 but we plan to replace that in the near to medium term future though not with Umbra.

Yup nice bit of info here, I was wondering about occlusion just the other night.