# Disabling instance culling completely on a UInstancedStaticMeshComponent

**URL:** <https://forums.unrealengine.com/t/disabling-instance-culling-completely-on-a-uinstancedstaticmeshcomponent/1814693>\
**Category:** Programming & Scripting\
**Tags:** culling, world-position-offse, occlusion-culling, unreal-engine, Instanced-Mesh, UE5, meshes, question, CPP\
**Created:** [April 21, 2024, 11:33pm UTC](https://forums.unrealengine.com/t/disabling-instance-culling-completely-on-a-uinstancedstaticmeshcomponent/1814693 "2024-04-21T23:33:10Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![The\_untextured](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@The\_untextured](https://forums.unrealengine.com/u/The_untextured)\
**Post date:** [April 21, 2024, 11:33pm UTC](https://forums.unrealengine.com/t/disabling-instance-culling-completely-on-a-uinstancedstaticmeshcomponent/1814693/1 "2024-04-21T23:33:10Z")

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The title says it all, is it possible to completely disable culling on an individual UInstancedStaticMeshComponent?

I figured out that I should make a child class of it, and of FInstancedStaticMeshSceneProxy in order to modify their properties, however, I can’t figure out what properties I should modify.

I need to disable all types of culling: distance, frustum and occlusion. I need this because I am using my own algorithms for this since I use WPO to displace them by a lot.
