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 ācull distance volumeā and on the other hand the āmax draw distanceā. I tested the volume with the exact bounds-size but it doesnāt work.
I tested the draw distance and it also doesnāt 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.
Both have bounds-scale 1,0ā¦
ā¦and the max draw distance to 500.
If i hit G and fly backwards the left sphere disappears but my sphere still stands there.
a little bit furtherā¦
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?
I hope that is enough information for u and wish u a nice day
I wasnāt 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 UEās 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 āMax Draw Distanceā would effect them. (I was able actually to see the result live in-game with the session connected)
Iāve 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.
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:
and further:
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 )
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.
The Option ābuild 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.
I donāt understand why a nanite object canāt be used in this way
or i donāt understand how this can be work together.
But with good working drawing settings now i think i donāt really need nanites