desired max draw distance, imported blender-sphere don't disappers

Hi there.

Iam nearly new to the unreal engine and blender and i want to make an area filled with small glowing points, calculated to specific points where i can fly through. (actually with just the scene-included player pawn)
Later, this points maybe can be clicked to get some informations. So they needed some collision for the trace lines later, that was my thinking.
So i started with the ue-included sphere but the shape was not round enough for me. So i made my own sphere in blender and imported it as *fbx to the engine.
There are hundreds of the small points and i got some fps drops. So i wanted to show just some points in the fov in a specific distance.
I started to put in a collision sphere to the points blueprint with a specific diameter. That works but then there are hundreds of spheres and hundreds of collision spheres.
Then i read information about the ā€œcull distance volumeā€ and on the other hand the ā€œmax draw distanceā€. I tested the volume with the exact bounds-size but it doesn’t work.
I tested the draw distance and it also doesn’t work.
After some testing an reading/watching videos iam now at a point with two spheres.

The left is the ue-included sphere and the right is my imported *.fbx-sphere from blender.
Screenshot 2024-01-17 084137
Both have bounds-scale 1,0…
…and the max draw distance to 500.
Screenshot 2024-01-17 082350

If i hit G and fly backwards the left sphere disappears but my sphere still stands there.
Screenshot 2024-01-17 092113

a little bit further…
Screenshot 2024-01-17 092202

Iam confused.
Maybe iam missing a specific checkbox at the exporting window in blender or in the importing window from UE. Maybe in the project settings!?
What is hidden from my eyes? :thinking:

I hope that is enough information for u and wish u a nice day :slight_smile:

Hi Kronod, Welcome to the Forums.

I wasn’t able to reproduce this with an fbx I imported.
PC_Table.FBX (23.5 KB)

Without changing any settings it culled at a bit over 5,000 units.

I also tested comparing the included sphere and a sphere that I created with UE’s built-in modeling mode (switch to modeling mode in the upper-left dropdown)

I found that they culled at the same time, (At exactly 5,000 units) and that changing the ā€˜Max Draw Distance’ would effect them. (I was able actually to see the result live in-game with the session connected)

I’ve seen some meshes automatically generate Level of Details (LODs) on import, so I wonder if your fbx has lods, also I wonder if you needed to scale down or up your fbx to match the size of the editor sphere.

Hi again,

Back from work and tested your table in my project.
Thanks for testing and the quick answer.

Your table didn’t disappear.
But i saw something interresting. I showed the bounds and the view is:

At this point, the table and the sphere in the middle (my sphere) is set to 500 draw distance.
If i fly back now, the view is this:

Screenshot 2024-01-17 204818

and further:

Screenshot 2024-01-17 204907

At 500 the showed bounds are gone for your table and my sphere. But not the meshes!?
At 2000 the UE-Sphere disappears. (the staying shadow is not the thing here :slight_smile: )
In my starting post, the Blender-Sphere is scaled down to match the UE-Sphere.

If needed:
My Versions are.
UE 5.3.2
Blender 4.0.1 x64
And my sphere is:
sphere.fbx (871.5 KB)

Very confusing for me.

Thanks again.

Edit: I started a complete new testproject and all of the 3 meshes are gone at drawdistance 500.

Hiho,

The Option ā€œbuild naniteā€ in the importing popup seems the thing i missed.
I reimported your table and my sphere without this option and now both are gone at the drawdistance set.

Screenshot 2024-01-17 223145

I don’t understand why a nanite object can’t be used in this way
or i don’t understand how this can be work together.
But with good working drawing settings now i think i don’t really need nanites :slight_smile:

cya and thanks
have a great time
Kronod