How do you stop unreal from culling a static mesh with texture driven vertex animations? As far as I understand it unreal culls a mesh as soon as the original mesh bounds aren’t intersecting with the view frustum any more.
How do you stop unreal from culling a static mesh with texture driven vertex animations? As far as I understand it unreal culls a mesh as soon as the original mesh bounds aren’t intersecting with the view frustum any more.