# 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:** 8

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**Author:** ![boowowsion64](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@boowowsion64](https://forums.unrealengine.com/u/boowowsion64)\
**Post date:** [June 25, 2024, 8:06am UTC](https://forums.unrealengine.com/t/turning-off-occlusion-culling-of-a-static-mesh/313023/8 "2024-06-25T08:06:11Z")

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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.

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