Q: re Opacity Mask culling mesh in combination with World Position Offset

I’m seeing some behavior and I’m hoping someone can clarify what it is I’m seeing / why I’m seeing this.

I’m using a masked material.
If the material has an Opacity Mask of 0, the Actor is invisible and still has a mesh wireframe.
If the same material has an World Position Offset of anything other than 0 it will no longer have a wireframe.

In my project, I noticed this because I am using an opacity mask to remove objects outside of a sphere. Objects with any amount of World Position Offset have their wireframes culled when they’re not in the sphere, which for me is great, but I don’t know why this is happening :expressionless: any items that don’t have the WPO are still rendered even though they are fully masked out (which is more what I would expect)

The tree in top right background (wireframe view) has no WPO and has a rendered wireframe despite being masked (per expectation), the tree in the sphere is half rendered and only has part of it’s wireframe as it exits sphere.

Why is this?

@Tim_Hobson I just watched a talk you did on culling methods, if you have a moment, is this a behavior you recognize and can explain or @ someone who might be able to? Thank you.