C++ and occlusion culling

Dear all,

I made a UProceduralMeshComponent to create a planet. I am now looking at optimization for dynamic LOD as well as culling.

Regarding occlusion culling in unreal it seems that this is done automatically, I thus was wondering if each chunk of my planet is a UProceduralMeshComponent, will occlusion culling work (i.e. chunks that are not in front of my camera will not be rendered)?

Thank you.

Hey @ghgbjmllopo!

I think the answer is as long as the planet is not all one actor. HOWEVER there are a lot of settings for occlusion culling, and if you’re in that phase of your work it would be a good idea to take all of this in!

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I see, thank you very much for your reply.

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