Landscape flashing through walls

Hiya - I have been working on my level design for a few months but have an issue I’ve yet to solve. While inside the house/building, when I walk around corners or through doorways, the screen flashes a bit of the landscape/exterior that is outside the walls. This is problematic for many reasons but I cannot figure out why this happens on every doorway and nearly every corner. This occurs whether lighting is built or not as well as in editor & in a dev/shipping build.
Here is an example of what is occuring:

Hi Mr Chase, Welcome to the Forums.

If you change your in-editor scalability settings to ‘Medium’ (or lower) it will disable Lumen. Do you still see this happening with Medium scalability settings?

Are these all Nanite meshes?

Go to Project Settings and search for “occlusion culling”, turn that off and and see if the problem has gone away. However, this is not a solution - if you turn off Occlusion Culling, your FPS will increase excessively. Unfortunately there is no good solution for this problem, but setting higher Bounds values on individual meshes can help a bit.

Thank you for the welcome and response! Changing the editor scalability settings unfortunately did not fix it. These are not Nanite meshes. It does seem that disabling occlusion culling (ecstatic27’s comment) managed to fix the problem. Thank you for the suggestion!

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This did the trick! Thank you so much!!

As I said this is not a reasonable solution. If you deactivate “Occlusion Culling” then all objects and characters you have in the game will be rendered all the time, regardless of whether the player can actually see them or not which will cause a big increase in fps. This solution is only suitable if you have very small levels with a small number of objects or if you use the Level Streaming method.

Gotcha. I am using the level streaming method and haven’t had any performance impact as of yet in my build but I will continually search for alternative solutions so that other issues don’t crop up in the future.

Surround your level with a large mesh that has no culling - but the holes in the correct place (windows) to allow the landacape to poke through.

Rendering that 1 blocking mesh is just a 1 drawcall cost, so the performance impact will be minimal or nil. Do keep it simple though. Excessive tris count(s) will degrade perfomance.

That’s a great idea. I will give that a go when closer to finishing the level & having all windows, etc in place. Thank you!

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