I have turned on precomputed visibility and have a volume (and can see the visibility cells in the editor) so presumably everything is being generated correctly, but I’m not seeing any performance difference in the game (occlusion culling is turned off).
Is there any way to see what is being drawn by the visibility cells? I hid a big occluder in my scene without rebuilding visibility and it looks like everything is being rendered all the time (as if precomputed visibility is doing nothing even though I’m in valid visibility cells). I found old documentation for UDK but it doesn’t seem to be relevant to current Unreal.
It would be ideal/amazing if there were a wireframe draw mode that respected visibility (instead of making everything transparent as far as vis goes).
This is on PC version 4.10.