# Precomputed Visibilty PlayAreaHeight - why not project specific?

**URL:** <https://forums.unrealengine.com/t/precomputed-visibilty-playareaheight-why-not-project-specific/544613>\
**Category:** Feedback & Requests\
**Tags:** occlusion-culling, unreal-engine, UE4, question\
**Created:** [April 30, 2022, 6:49am UTC](https://forums.unrealengine.com/t/precomputed-visibilty-playareaheight-why-not-project-specific/544613 "2022-04-30T06:49:22Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![herb64](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@herb64](https://forums.unrealengine.com/u/herb64)\
**Post date:** [May 7, 2022, 11:33am UTC](https://forums.unrealengine.com/t/precomputed-visibilty-playareaheight-why-not-project-specific/544613/2 "2022-05-07T11:33:56Z")

</div>

I found the answer: It simply can be overridden per project by manually creating a _DefaultLightmass.ini_ file in the Project Config directory. Fill with for example

> [DevOptions.PrecomputedVisibility]  
> PlayAreaHeight=600

It actually is described in the ini file comments itself. But I believe, it would be better, if this was described in [the docs here](https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/VisibilityCulling/PrecomputedVisibilityVolume/) as well, which only mention to edit the Engine wide ini file (which I did without reading all comments)

I did come on this idea when playing with Device Profiles: BaseDeviceProfiles.ini is in the Engine folder, DefaultDeviceProfiles.ini in the Project can override settings.

So it looks, like creating a _Default_NNN.ini in Project directory for the _Base_NNN.ini in Engine directory to get project specific settings seems to be the general way to get project specific changes.

BTW: see also [my post here](https://forums.unrealengine.com/t/defaultdeviceprofiles-ini-vs-basedeviceprofiles-ini-confusion/547362) on the topic of project specific ini files - there seems to be some documentation bug for the device profiles.

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