I’m facing an issue with defining cull/draw distances.
While playing around with the City Sample project (Small City),
I noticed that if I put any object at some place in the city,
it quite quickly is culling/not drawn anymore if the player moves away from it.
I’m trying already for hours to figure out how to make these objects not to disappear.
First I thought it’s related with the player controller/mode, but same player controller/mode in another level (not world partition) is not showing this behavior.
So my suspicion is that it’s somehow related with world partitions.
Does anybody have a hint for me how to debug this?
What could be the causes of this behavior and how to prevent it?
Each Actor in the level has its own settings for draw distance that can be set using the Details panel. There, you can set a minimum and maximum draw distance from the camera (in Unreal Units) for which this Actor should be rendered.
Set the following with the Actor’s draw distance settings:
The Minimum Draw Distance an Actor should be visible from the camera. It is the closest you can get to an Actor before it is no longer rendered.
The Maximum Draw Distance an Actor should be visible from the camera. It is the farthest you can get from an Actor before it is no longer rendered.
And you can view (but not edit) the Current Maximum Draw Distance. It displays the stored cull distance set by a Cull Distance Volume, if one exists.
If it doesn’t answer your questions, please let me know again and I’ll support you further!
If you are using the World Partition system, it will be the parent to the object, thus having the final say about the culling. I suggest you move the object outside of the World Partition and in that case again gain control over the culling.
Perhaps there are some solution as to how you can cull the object within a World Partition, however my knowledge about this ends here, sorry.