I have this voxel world that is organized in cubic chunks of voxels, which are in turn organized in cubic sectors of chunks. The only (procedural) meshes there are are tied to the chunks and I’m doing occlusion culling on them. Now, because of the regular grid-like arrangement of the meshes, there would be a lot of room for optimization in respect to the number of raytraces necessary for occlusion testing.
So, my idea was to simply perform culling on each sector’s bounds first, which potentially contain N * N * N chunk-meshes and have those chunk-meshes cull together with their parent-sector, so that individual per-chunk occlusion tests are only being done when the parent-sector is not currently occluded.
My question is if there’s a system in Unreal Engine that handles this kind of parent-child-culling automatically, if I set it up accordingly.
Or, if there isn’t, is there some event like “OnVisibilityChanged()” or “OnCullingStatusChanged()”, that I could use on the sector to simply toggle visibility of all its chunks manually?