Precompute Visibility fails when bForceNoPrecomputedLighting

I have a very large scene with over 10.000 actors. The map uses only dynamic lighting so i enabled “Force No Procomputed Lighting” in the World Settings. When doing so this will break “Precompute Visibility”. I added Precompute Visibility Volumes but always get an onscreen message now “No Precomputed Visibility”. What is the solution here? Baking light and not using it in order to have precomputed visibility would be a waste of resources.

Hi Burnz,

This isn’t a bug. Precomputed Visibility requires shadow casting from statically lit objects. If you use bForceNoPrecomputedLighting you lose the ability to use Precomputed Visibility Volumes.

Try using Cull Distance Volumes instead since these do not require a lighting build to work.

-Tim

Thanks for the reply, Tim! I try to find a different solution then. We have many actors in our scene and when checking performance i noticed that the Culling Functions eats 10ms - so precomputing visibility might would have been the solution there.