Foliage/HISM do not utilize occlusion culling under multiple sitatuations

I am having the same issue. I use HISMs to generate random buildings in my project and as I add more and more to the scene the fps dies… Even though only what’s inside the building I’m currently in would by physically possible to view… I freeze rendering and the entire city block is still rendered, no frustrum culling is happening at all.

So instances don’t get culled? What gives? This is a GLARING ISSUE that epic needs to fix. Allegedly having 1 HISM on screen is no different then having others but by my fps count I can just tell that’s not true, they take way more draw calls when I have everything loaded.

Frustrum culling and occlusion culling don’t work for instances? Like what? My only solution would be to create a large cone collision from the player that is checking per tick to make sure anything not within it’s bounds isn’t visible but idk if the hit to the cpu is worth the savings on the gpu.

Agh frustrating, incredible weird oversite. Did you ever find an solution?