HZB occlusion and Blueprints

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.

  1. Is it normal? I can increase performance of my game quite much if it was occluding everything correctly.

  2. Is there a way to have the HZB take BPs in account correctly?

  3. 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!