Hi, I have been searching information on this question for a while and was unable to find any discussion directly related to the topic.
So, I have an application outside UE4 but that I am progressively bringing to UE4. In it, all the complex meshes of high-poly objects have their vertices grouped in a AABB-tree to speed up the narrow-phase of collision detection. Now, what I have been trying to experiment is to make use of such AABB-tree of mesh vertices to implement partial mesh frustum and occlusion culling.
It means, instead of culling/rendering whole objects in a binary decision, I am trying to achieve shades of grey and render objects partially while culling the rest of them. To do that, I’ve been trying to detect visibility not by each full-object AABB, but by each objects’ groups of vertices’ AABBs. Is such a thing possible to implement in UE4, even if by editing source codes?
In fact, would it need changing sources codes extensively?
Many thanks!