# How do I use precomputed visibility volume in a distance from the ground?

**URL:** <https://forums.unrealengine.com/t/how-do-i-use-precomputed-visibility-volume-in-a-distance-from-the-ground/368488>\
**Category:** Cinematics & Media\
**Tags:** precomputed-visibili, unreal-engine, question\
**Created:** [August 28, 2016, 12:23am UTC](https://forums.unrealengine.com/t/how-do-i-use-precomputed-visibility-volume-in-a-distance-from-the-ground/368488 "2016-08-28T00:23:53Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![anonymous\_user\_277c86b9](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_277c86b9](https://forums.unrealengine.com/u/anonymous_user_277c86b9)\
**Post date:** [August 28, 2016, 12:23am UTC](https://forums.unrealengine.com/t/how-do-i-use-precomputed-visibility-volume-in-a-distance-from-the-ground/368488/1 "2016-08-28T00:23:53Z")

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I noticed that precomputed visibility volume only works when there is something as a floor.

for two different situation in my game there is no floor.

when my character flies and when camera view is top down.

I know for topdown I can increase volume’s height from `baselightmass.ini` but it will use more run time memory.

how can it work in the air?
