Culling not turning off completley for skeltel meshes

So im attempting to turn culling off completley in my scene as im rendering out cinematics.

no matter what method i try i keep getting skeltal meshes pop in and out of my “frustrum”.

it happens in editor and happens when rendering out a sequence from the movie render queue.

i have turned off occlusion culling for the scene, turned on “never cull” for the actor, turned off LODs, but it still culls out the actors when they reach the bottom of the screen.

attached is a video of the issue:

thanks

■■■■, just found the solution being the counds scale in the details of the skeltel mesh.
increasing this to 100 solved this issue…

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