# mesh\_component STILL culling incorrectly

**URL:** <https://forums.unrealengine.com/t/mesh-component-still-culling-incorrectly/2671092>\
**Category:** Issues and Bug Reporting\
**Tags:** id, slug, fixed, name\
**Created:** [November 2, 2025, 8:36pm UTC](https://forums.unrealengine.com/t/mesh-component-still-culling-incorrectly/2671092 "2025-11-02T20:36:08Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Dizvooo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dizvooo](https://forums.unrealengine.com/u/Dizvooo)\
**Post date:** [November 2, 2025, 8:36pm UTC](https://forums.unrealengine.com/t/mesh-component-still-culling-incorrectly/2671092/1 "2025-11-02T20:36:09Z")

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### 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

1. Make a custom mesh component(s).
2. Place entities with those meshes
3. Scatter them around the world at a range of distances
4. 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

 ![Screenshot 2025-10-22 173835.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/3/4/334dbf6955734000bc3bfed1d8f3ac8fdf2f5d84.png)

### Video

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/8/6/b8602f8dd086447aa6b00dc0ba3e97f6023695dd.jpeg "mesh\_component culling behavior") ](https://www.youtube.com/watch?v=fv6eg7L-H5o)

### 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.

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<div class="post-metadata">

**Author:** ![Dizvooo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dizvooo](https://forums.unrealengine.com/u/Dizvooo)\
**Post date:** [November 26, 2025, 8:32pm UTC](https://forums.unrealengine.com/t/mesh-component-still-culling-incorrectly/2671092/3 "2025-11-26T20:32:49Z")

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Any updates on this?

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**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [May 1, 2026, 8:37pm UTC](https://forums.unrealengine.com/t/mesh-component-still-culling-incorrectly/2671092/10 "2026-05-01T20:37:03Z")

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This topic was automatically closed after 180 days. New replies are no longer allowed.

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**Author:** ![Bug-Reporter](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bug-reporter/32/997076_2.png) [@Bug-Reporter](https://forums.unrealengine.com/u/Bug-Reporter)\
**Post date:** [May 26, 2026, 10:00pm UTC](https://forums.unrealengine.com/t/mesh-component-still-culling-incorrectly/2671092/15 "2026-05-26T22:00:47Z")

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FORT-1006863 is ‘Closed’ as ‘Fixed’. The issue will be addressed in 41.20.
