# Turning off occlusion culling of a static mesh

**URL:** <https://forums.unrealengine.com/t/turning-off-occlusion-culling-of-a-static-mesh/313023>\
**Category:** Rendering\
**Tags:** occlusion-culling, unreal-engine, flickering, UE4, question\
**Created:** [March 29, 2015, 9:52am UTC](https://forums.unrealengine.com/t/turning-off-occlusion-culling-of-a-static-mesh/313023 "2015-03-29T09:52:47Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Jacky](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jacky/32/918690_2.png) [@Jacky](https://forums.unrealengine.com/u/Jacky)\
**Post date:** [March 29, 2015, 10:52am UTC](https://forums.unrealengine.com/t/turning-off-occlusion-culling-of-a-static-mesh/313023/2 "2015-03-29T10:52:38Z")

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Increasing **Bounds Scale** a little may help.

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_[View the full topic](https://forums.unrealengine.com/t/turning-off-occlusion-culling-of-a-static-mesh/313023)._
