Distant Meshes disappearing in Render



Distant meshes that are visible in viewport, disappear in render, no clue why. Been googling for an hour now and tried all kinds of suggested solutions and commands, nothing helped…
Tried with nanite deactivated, tried “preserve area” tick in model editor, tried with and without Game Overrides, tried the following commands that apparently helped others:
r.Nanite.CoarseMeshStreaming=True
r.Nanite.ProxyRenderMode=2
r.TextureStreaming=True
r.Streaming.PoolSize=2000000
r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=true
r.Nanite.Streaming.Imposters=0
r.Nanite.Streaming.NumInitialRootPages=5120.0
I’m on 5.5. Never had this issue before.
r.Nanite.MaxNodes=2621440.0
r.RayTracing.Geometry.InstancedStaticMeshes.Culling=0
r.RayTracing.Shadows.EnableTwoSidedGeometry=0

Culling in mesh settings is off as well:

I’m running out of things to try, please help!
Never had that issue in 5.3

Update:so I did a sequence render to check if the meshes really are just culling, and they really are:

SOLVED!

"I finally figured out my problem. I had created a World Partition level while I was creating the landscape, which divides everything into large cubes so you don’t see the distant ones. You can’t disable World Partition without creating a new level.

The solution is:

Select your actor/object and in the details panel, uncheck the box labeled “Is Spatially Loaded.”"

This did the trick, thank god! For anyone who’s running into the same issue.

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