Objects behind wall are drawn when NOT on screen

I am trying to optimize my game for Android, and there is a VERY annoying glitch.

All of the objects (such as floors, walls) in each room on the map are combined together. For instance, the spawn room has all of the walls combined into one mesh, and all of the floors combined into another mesh.

Each room has it’s own combined meshes forming the structure.

When in my spawn room, if I walk directly up to a wall, it renders some parts of the room on the other side of the wall. I can tell by using the freezerendering command.

The rooms have no connected objects. They are completely separate. Why is this happening? I am trying to cut down on my draw calls. Rendering useless geometry doesn’t help.

This really is ■■■■■■■■. Not the glitch, but the fact that Epic games doesn’t give a ■■■■ about their customers. You are a multi billion dollar company, have some staff that can help out when people have problems with your engine. I never get responses and almost every question I read hear that could help me out doesn’t have responses.

That’s called occlusion culling, see: How does object occlusion and culling work in UE4? - Rendering - Unreal Engine Forums
I don’t know exactly how this is implemented in Unreal but I’m guessing because you combine all the walls into one you are inside the mesh and Unreal isn’t sure if you can look out or not. Try making each wall its own mesh and see if it still happens.

If all the walls for the one room are merged together the engine may not know what you can or can’t see since you are still ‘inside’ the mesh. Is it really that much of an issue if the neighboring rooms still render?

How do I optimize mesh calls if I can’t merge walls together?

The thing is, each room has it’s own wall merges. When I in one room, the other room’s merges are not touch me, and they are 100% invisible from where I am. Yet for some reason, sometimes the culling doesn’t work despite me not being able to see it.

Okay, so I just figured out what I believe to be causing issues, I just don’t know a solution. Basically, I took a couple of static mesh walls (not merged) and place them next to each other, and on the other side, I put another wall that is orange. What I noticed was that sometimes the orange wall behind the two test walls would render (when it shouldn’t, because it isn’t visible to my eyes) and sometimes it wouldn’t. Then I noticed very slight orange lines between the two test walls I placed down. It seems that-even though the two walls are perfectly square, and right up against each other-the orange wall behind those walls is somehow being rendered because it’s visible through the seam of the two test walls. You can see a slightly yellow line between them, and only at some angles

Try making your walls overlap a little bit.