Turning off occlusion culling of a static mesh

Hey

In UE3 i manually turned on/off if a static mesh should do occlusion culling or not, but i can’t find any way to do it in UE4.

As you see on the picture the trash on the corridor is make the wall modules pop in/out even if it’s not hidden by another object so it looks pretty bad.

Is there any way of excluding static meshes from the occlusion culling so they wont hide things behind them?

Increasing Bounds Scale a little may help.

Well, i don’t want to increase Bound Scale for all walls, i want to do something with these meshes so they won’t hide stuff behind them.

So there is no any way to do it then i guess.

Increasing the bounds scale is the way to go. You can disable Occlusion culling for the project via the project settings, but that’s for the entire project and not for a specific mesh.

For the bounds scaling you do not have to increase it significantly. The default value is 1. Try increasing it by only a fraction at a time until you the results you’re happy with. Try values like 1.05, 1.1, 1.15, until you get what you need. It won’t hurt doing minute adjustments. Significant adjustments keeping something rendered much longer than needed can be bad though.

I have the same problem. The level is surrounded by a light blocking box, which I’d hoped would prevent the sky sphere from becoming visible when the level mesh get’s occlusion culled, but I guess the light blocker is also getting culled, leaving a direct line of sight to the sky sphere. Increasing the bounds scale of the light blocker outer box didn’t help at all, even if increasing it to 9.95. Is it possible to exclude an actor from being occlusion culled from C++?

Perhaps it’s possible to include the sky sphere in occlusion culling? That way at least when unreal doesn’t un-cull geometry fast enough, it’ll be a black artefact rather than a more obvious white one?

Yeah, there’s really no other solution. I’ve been trying to find a good one too. For what I know, there’s two work around. 1. Disable occlusion culling when in this dungeon (using collision box and blueprint logic). 2. Merge the static mesh actors into larger ones so that it won’t get culled that easily. You can merge static mesh actors easily in unreal engine.