Render Distance in UEFN

I don’t quite understand how the rendering distance decisions are made. I have some static meshes that will render for pretty much anywhere with no distance limit. I have another animated skeletal mesh that will disappear if I move too far away. I also have a translucent plane that I’m using for fog that disappears as well. I’ve tried multiple different settings such as playing with the LOD Desired Max Draw Distance, disabling Include actor in HLOD but nothing seems to work. I don’t understand how each different thing is considered distance wise for rendering.

Does anyone have any guidance on this and how I can change the render distances of objects in UEFN?

This is a known issue. hopefully its fixed soon, can’t really use animated meshes until it is:

sooo has anyone figured out how to disable culling on an object?

Not sure if it relates, but when I add a custom mesh and when I move far away it switches to a simpler geometry, I go to the mesh editor and I set the LOD group to “High Detail” and it fixes it for me. Maybe it will also fix what you are having issues with? Make sure the other LOD settings are at default to get the same result.

We found some videos online that show a Net Cull Distance option when editing a Blueprint class/actor.

Then we found Max Draw Distance which you can increase to get better rendering distances.

We have not figured out how to completely disable culling but adjusting these seems to let us increase from 92m to 116m before the asset derenders/culls.

-TheAweDam

It’s 2024 do we have a solution for this yet? I have an object that I am trying to increase the culling distance for. Changing the “Desired Max Draw Distance” did nothing. I even set “Never Distance Cull” to enabled and it’s still disappearing on me as the player moves farther away from the object. It seems like the only way to do it is to completely disable “Is Spatially Loaded” which is incredibly inefficient, but even then stuff is still disappearing sometimes. Have to have “Is Spatially Loaded” disabled AND “Never Distance Cull” enabled

2 Likes

We, too, are trying to understand rendering decisions in UEFN. No combination of settings have consistently prevented culling (Net Cull Distance, Max Draw Distance, Is Spatially Loaded, Include Component in HLOD, World Partition Settings, Net Cull Distance Squared, Never Distance Cull). Being able to control this is vital for our map. Advice welcome.

Anyone find a fix to prevent distance culling completely?

i have a similar issue, but idk if its because of render distance. I have a material that rotates around, and when i apply it to a model that is offset, the rendering for the rotating material will disappear randomly when the camera is looking at a specific angle. any fixes? im pretty sure its a world position offset thing but im not sure

apply a sprite node to it. Attach a scalar parameter and plug it into it’s X,Y scale and then plug that into World Position Offset.