# Occlusion Culling and Material world position offset

**URL:** <https://forums.unrealengine.com/t/occlusion-culling-and-material-world-position-offset/448674>\
**Category:** Rendering\
**Tags:** world-position-offse, occlusion-culling, unreal-engine, Rendering, question\
**Created:** [May 9, 2019, 10:17am UTC](https://forums.unrealengine.com/t/occlusion-culling-and-material-world-position-offset/448674 "2019-05-09T10:17:43Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![ConcreteGames](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ConcreteGames](https://forums.unrealengine.com/u/ConcreteGames)\
**Post date:** [May 9, 2019, 10:17am UTC](https://forums.unrealengine.com/t/occlusion-culling-and-material-world-position-offset/448674/1 "2019-05-09T10:17:43Z")

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Hi there.

I’m using Instanced static meshes in a BP and a shader on those meshes that generates a world position offset.  
There seems to be an occlusion culling when turning the camera and I would like to bypass it.  
I already tried to disable occlusion culling in the projet settings and changed the bounds value in the ISM detail panel, it didn’t worked.

Here is a video to show you the result : [https://cl.ly/ecdf0b6cae68](https://cl.ly/ecdf0b6cae68)

Do you have an idea of what is happening and how to disable this?

Thanks!

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**Author:** ![Bariudol](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Bariudol](https://forums.unrealengine.com/u/Bariudol)\
**Post date:** [May 9, 2019, 1:38pm UTC](https://forums.unrealengine.com/t/occlusion-culling-and-material-world-position-offset/448674/2 "2019-05-09T13:38:38Z")

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The problem you are having is not due to the shaders but due to the meshes themselves. They only appear when the origin of the ISM is on screen. To solve this you can simply add a collision box to the mesh you are using (even if its disabled), then you can go to the mesh settings and add to the Positivie and Negative Bounds of the mesh (you can search on the details panel for it).

Just remember always that culling is not based on the actual visuals of and object but on its bounds, so giving the mesh you are using in you component bigger bounds will fix your issue without having to disable a reliable tool such as Oclusion Culling.

I would also recomend you to use Hierarchical Instanced Static Mesh instead of ISM, so a part of your mesh can be culled without hiding the whole thing.

Hope it helps! Have a great day!

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**Author:** ![ConcreteGames](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ConcreteGames](https://forums.unrealengine.com/u/ConcreteGames)\
**Post date:** [May 9, 2019, 2:43pm UTC](https://forums.unrealengine.com/t/occlusion-culling-and-material-world-position-offset/448674/3 "2019-05-09T14:43:40Z")

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Hey Bariudol. Thank you for your answer, it works!  
I’m actually using HISM.

Question, Is there a way to do this in Blueprints for the blueprint actor?  
I’m using a bunch of cubes to create platforms and I wonder what I should do to save performances.

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**Author:** ![Benebot](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Benebot](https://forums.unrealengine.com/u/Benebot)\
**Post date:** [May 26, 2023, 12:58pm UTC](https://forums.unrealengine.com/t/occlusion-culling-and-material-world-position-offset/448674/4 "2023-05-26T12:58:27Z")

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You can also increase the Bounds Scale in the StaticMesh details panel
