Hi, basically you’ve got 3 threads running simultaneously one frame transferred.
(1) Game Thread, which is handling the game logic
(2) Draw Thread, to collect what should be rendered
(3) Render Thread, the actual rendering
What you’re describing would happen inside the Draw Thread. Basically it checks for
- Distance (you can set a Cull Distance for each mesh, this is only used if you actually set a Cull Distance)
- Camera View Field
- Precomputed Visibility (by default not used)
And it checks this object wise. So if even a small part of the bounding box of a mesh would be inside the camera view, then the whole mesh will be passed on to the Render Thread. [HR][/HR]
In your case, it would be discarded via the Trace test. You can see what the Draw Thread passes on to the Render Thread by using the “FreezeRendering” command from the console, that will freeze what the Draw Thread passes on to the Render Thread.
So if you would have many different objects, then it might be a strain on your performance since UE will have to process them all in the Draw Thread, if you use “stat unit” then you see the time each of those three threads is using up.