Cull/Draw distances for Objects in World Partitions

Hi there,

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.

Example Cone on a building roof (in editor):

Not culling/still drawn if I move away (in editor):

But in play mode, it quickly disappears (play mode).
When close, it’s there:

a bit further away, it’s gone (play mode):

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?

Cheers C

This is a good resource to view to learn more about the culling of objects: Visibility and Occlusion Culling | Unreal Engine Documentation

Per-Actor Instance

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.

PerActorDistanceCullingSettings.png

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! :slight_smile:

Thank you for your reply, I’ve seen this option before and also played around with it. With zero results. The object still disappears.

Even tried the “never Distance Cull” option, doesn’t work either.

Seems the boarder of this happening is more or less exactly on 2 World Partition tiles.

Any other ideas?

PS: also unchecking the “Allow Cull Distance Volume” checkbox doesn’t help…

2 Likes

It could work plain and simple like this:

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.

thanks for your support.

By chance I’ve finally found the trick:

Unchecking “Is Spatially Loaded” helped…

Thanks anyway!

3 Likes

Awesome! Thanks for letting me know! :slight_smile:

In unreal engine 5.5 I unchek and this not help.