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.