Hello, my map has a rendering bug on walls at long distances when I move the mouse, I don’t know how to explain it well but the image below shows better what I’m talking about, could someone help me? Thank you to everyone who helps me
Hey Santy4444マ,
I’m only guessing, hopefully someone can school us if I’m wrong
I’m assuming your not using world streaming, let me know if you are
It may be related to the view distance &/or performance mode.
Increase the view distance in Fortnite settings to see if this is the case.
A prop thats always loaded and not using world streaming is culled at a certain distance depending on graphics settings, even if the prop is set to never distance cull.
The second picture shows the corner and it seems the corner is further away but rendered, and the unrendered walls a bit closer, but it could be the way its all calculated.
What doesn’t distance cull, is HLODs, from world streaming. If you turn on world streaming and set the walls to be included in HLOD. If you have enough memory you can leave everything loaded (not spatially loaded) and just include the walls in the HLOD.
Set the cell size and loading range to be a bit before where the walls would disappear so it triggers the HLOD mesh to be shown instead… let me know if you need more clarity on this
Hello, thank you for helping me, yes I am using global streaming, I have already tried to increase the viewing distance of my fortnite but it doesn’t work, the bug is not just for me, all PC players are having this bug but I don’t think consoles have the bug, I have also tried to increase the cell size and loading range but nothing, I also tried to give build HLOD but it didn’t work either.
OK, it may be a bug, but it could be a loading range issue, I can’t say if this will be a waste of your time or not. But I’m worried the loading range and loaded cells are outside the auto cull distance.
Thanks for confirming that changing view distance does not affect the auto cull, I never tested it myself, only assumed.
In world settings, turn on grid visibility.
Go up high over 0,0,0 and look down, your loaded cells are white below you, adjust your cell size and loading range, so no walls have loaded cells touching them.
You can go a large cell size, almost to the boundary walls with a loading range smaller than the cell size, if you have plenty of memory available to use.
If your running low on memory, you can use a much smaller cell size, with a loading range that does not cause any cells that have the boundary walls in them loaded.
Build HLODs and test, hopefully it shows the HLOD mesh