Seeing strange tearing Artifacts from objects behind the wall.

Im using Unreal Engine 5.5.1

I am seeing strange tearing like artifacts around the corners of the wall.
It looks like things from behind the wall gets rendered on top of the wall for just a split second.

Can anyone please help me what would be causing this problem?

If you pause the video at the right moment you will see that my yellow background gets rendered on top of the wall.

Thanks

It’s due to occlusion culling. Your wall segments have too small settings of bounds for the static mesh.

Go into the wall static mesh and modify the Positive Bounds Extension.

You can see the bounds via Show => Bounds

Slowly extend it by small increments until the mesh popping stops. (the larger it is the less will be culled, so try to limit it to a minimum).

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Does’nt seem to help.

I changed the positive bounds to 100 for all x,z,y, it made absolutely no difference.

By the way it happens even in the Editor Mode. I don;t even need to play the simulation to see this artifact.

My walls are the default walls from the Starter Content. I migrated from a 5.1 project to 5.5.

I turned it to 1000 for all x,z,y and only then it almost goes away.
Still seeing some minor bits here and there.

I am not sure if the value should be this high?
Specially when this asset is just starter content?

Try showing the bounds in the editor window and see how your’s compares

1000 seems very excessive.

You can also try increasing the bounds scale and see if that maybe gives better results.