# HLOD screws up precomputed visability

**URL:** <https://forums.unrealengine.com/t/hlod-screws-up-precomputed-visability/362336>\
**Category:** Asset Creation\
**Tags:** precomputed-visibili, unreal-engine, bug-report, question\
**Created:** [June 28, 2016, 11:50pm UTC](https://forums.unrealengine.com/t/hlod-screws-up-precomputed-visability/362336 "2016-06-28T23:50:45Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![kurylo3d](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kurylo3d/32/1150889_2.png) [@kurylo3d](https://forums.unrealengine.com/u/kurylo3d)\
**Post date:** [June 28, 2016, 11:50pm UTC](https://forums.unrealengine.com/t/hlod-screws-up-precomputed-visability/362336/1 "2016-06-28T23:50:45Z")

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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…

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**Author:** ![Tim\_Hobson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tim\_Hobson](https://forums.unrealengine.com/u/Tim_Hobson)\
**Post date:** [July 6, 2016, 8:01pm UTC](https://forums.unrealengine.com/t/hlod-screws-up-precomputed-visability/362336/2 "2016-07-06T20:01:49Z")

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Hey Kurylo3d,

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

Thank you!

Tim
