Hello,
I am working on a large indoor level, and I have spotted something with the HZB occlusion: It doesn’t seem to affect blueprint actors correctly, only static meshes.
The main BPs I need to occlude are grabbable props. When I use the r.visualizeOccludedPrimitives 1, they appear as greenbox, but it seems they are still pumping a lot of performance.
I have tested, and it seems to come from the shadow casting, with the shadow depth still using a lot of render time.
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Is it normal? I can increase performance of my game quite much if it was occluding everything correctly.
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Is there a way to have the HZB take BPs in account correctly?
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My last solution would be to setup view distance for each BP, which will take a lot of time and be a lot less optimized than HZB culling, so I would prefer to avoid that.
Thanks in advance for you help!