HLOD screws up precomputed visability

HLODs are screwing up my precomputed visablity… for example… windows… transparent things… They get added to the hlod as a solid mesh no transparency… fine… i dont care cause its so far. But now when i get in close… its treats the transparent mesh as though its occluding other objects… sort of like precomputed visiabilty takes into account teh HLODs… which it should not … its stupid that it does. So now anything behind the window gets culled… unless i remove it from the HLOD…

I request the feature to stop HLODs from being counted as occluders…

Hey Kurylo3d,

I’ve submitted UE-32864 for this particular issue.

Thank you!

Tim