I’m building an open-world level and trying to figure out an optimization strategy to allow the most detail possible at high framerate. On previous games, I was able to use portals to toggle the visibility of house interiors when doors are opened or to toggle visibility through windows based on the camera’s distance to the window, etc.
I’m trying to figure out if there’s an easy way to do this in Unreal, or if we’d need to write our own system to do this. I know we can use pre-computed visibility to help occlude exteriors when you’re inside of a building, but that doesn’t allow for logic that turns things off based on distance or the state of Actors like doors.
Is there a streamlined way to do this that works out of the box?