Hello,
we are trying to use Mass Visualization for our project, to hydrate entities around player. The recommended way seems to be using MassMovableVisualizationTrait, together with LODCollector. However this also performs frustum culling, which we don’t want, as there will be game logic running on the hydrated actors. Is there a way to disable frustum culling (preferably in a way that completely skips all of the calculations)?
I found a way using DistanceLODCollector + DistanceVisualization traits, which seems to work fine (actor hydration works just as fine). However DistanceVisualization is marked as deprecated. Why is that? It seems that it uses the same TMassLODCollector, just with bDoVisibilityLogic disabled. Or are there more significant differences that I missed?
Are there plans to fully deprecated and remove these traits?
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DistanceVisualization is soft deprecated but we do not have any timer/version for removing it. The traits are still used as a basis for the new Mass visualization traits which added some perf improvements for stationary entities. With the fact other traits use it as a base, I firmly believe it will likely stick around, but I recommend using the Mass Stationary or Movable Visualization traits instead. The deprecation comment and display name was to inform people crating new entity configs to update to our improved versions.
If you want to only use distance for LOD, you can safely use the DistanceLODCollector trait with the Mass movable and stationary visualization traits. I made a quick test in a 5.7 processor of swapping the LOD Collector to the DistanceLODCollector on entities. You can opt to use the distance viz instead. It is just missing some of the perf improvements we added for the derived versions, and the base is highly unlikely to receive any future updates we may make to the stationary/movable traits.
-James
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