Summary
Mesh’s at medium distances are culling yet mesh’s from much further distance are still visible.
On October 9th there was a culling issue with mesh_component’s that was “Resolved”. However behavior is still not predictable of what a regular static mesh would do.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
World Building
Steps to Reproduce
- Make a custom mesh component(s).
- Place entities with those meshes
- Scatter them around the world at a range of distances
- Observe behavior in an edit session or live session
Expected Result
What WAS expected of a mesh_component prior to the Oct. 9th update:
Meshes would not cull at all
What’s to be expected of a regular Mesh:
Meshes cull at medium ranges AND all meshes beyond that would be culled as well.
Observed Result
Meshes cull at medium ranges but persist at even further distances
Platform(s)
PC, Xbox
Island Code
6592-8377-4776
Upload an image
Video
Additional Notes
Our game specifically requires the meshes to be visible at all times, which WAS possible prior to the 9th of October. Now our game has been completely unplayable since then, and we’ve been unlisted ever since. It’s even more unfortunate that even with the culling there hasn’t even been any performance boosts on the client side, the game was more than playable on the consoles I tested on (prior to oct 9th), but now we’re forced to unlist, as we have no other choice.
