PCG View Frustrum Culling



Is there a way to cull Nanite instances that are outside of camera view ?
I have looked into a bunch of options and none seem to work

what am i doing wrong ?

What’s the logic here?
Hey system, make me a single mesh - but also make the mesh cut up and disappear?

Hi, how do you check whether the nanite meshes are culled? Cause nanite meshes do not respect freeze rendering