Can I Use Occlusion Culling with World Partition?

Is it possible or recommended to enable Occlusion Culling when using World Partition?

Hello there @Clinker!

Indeed, occlusion culling works with World Partition, and it should bring good results for your project. WP controls what is streamed in, while occlusion culling controls what is actually drawn each frame. So, in large worlds, culling can cut draw calls and improve performance.

Checking from other threads, it’s important to make sure that your meshes have correct bounds, since bad bounds can cause popping. Also, transparent objects and foliage won’t occlude well, so be careful with those.

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Occlusion culling cannot be disabled or altered in Unreal…

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I’m a bit of a noob, I don’t know about Occlusion Culling.

UEFN has Distance Culling, it’s useful for some custom stuff and props that need to be always loaded because they are hooked up to a device.
It’s impractical with standard fortnite props, but fortnite distance culls everything anyway, it’s only stuff in the HLOD layer that can be seen from far far away

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