Mesh decals never culling

Hello everyone,

I’m running into a wall lately as one of the scene I’m working on has terrible performance. I’ve been able to narrow down the issue to the rendering of mesh decals. We have a ton of them, and even if they take up a minuscule portion of the screen, and by minuscule, I mean invisible to the eye. The mesh decal is still fully processed and rendered.

Here’s a few notes :

  • Mesh decals are non Nanite
  • Mesh decals are in Packed Level Instances.
  • Using Cull Distance Volume doesn’t hide the meshes.
  • Deleting all mesh decals saves about 30ms, obviously, I’d prefer to have them in.

Question :

Is there a way to cull those mesh decals at a distance so that they are not taken into account in a frame?

Thanks for your help

Hi , any update?