Partial/dynamic Occulsion Culling in top-down perspective

Hello there,

I’m in process of figuring out how to implement parial rendering of actors that are not in the direct line of sight of the character. What I basically need is occulsion culling, that is executed in dynamic manner (Occulsion Culling: https://docs.unrealengine.com/en-US/...ing/index.html).

What I need is to partially blur anything, that would not be directly visible for the character, while normally rendering anything that they could see. I’m having difficulty finding relevant information for this. Is this feature something UE supports with something I didn’t find? Or am I out of luck here.

I thought about adding another camera to the head of the character, but question is, can I enable Occulsion culling for a camera, that is not in use?

Kind regards