- This takes any vertex data that have been painted using the paint tool from the modes window or that painted vertex data that was imported with your FBX and merges that with the merge actor tool.
This should help you if you’re not familiar with it: Mesh Paint Mode in Unreal Engine | Unreal Engine 5.1 Documentation
- Each landscape component has its own bounds that allow that component to be occlusion culled. Fog, however, since it’s translucent does not get depth checked so if something else like an opaque or masked mesh is not blocking that component it will still be captured in the depth buffer which won’t cull it from view.
You can use the console command FreezeRendering to pause the rendering state from where your camera was and then you can move around the scene. You can easily see what is culled from that view by doing so. Entering the command again will unfreeze and take into account the current camera view.