Visibility By Actor Location?

Hi Jubei,

Have a look at this video, Tim Hobson explains how Occlusion Culling works in Unreal Engine. TLDR - UE4 does not render polygons that cannot be seen by the player. So if you are concerned about performance, don’t be. Hiding the mesh will not do anything, because it’s already not being rendered. UE4 is pretty smart like that. Watch the video for full explanation and console commands that can help you validate that. If you still have a problem, reply here and we’ll look at your real problem.

Some people relentlessly pursue questions to problems that only exist in their heads. In answer to your very specific question - yes, you can control visibility via actor’s location. You can create a Blueprint and add logic to use Get Actor Location on Event Tick. But I warn you, you will be trading CPU cycles (this would be performed dozens/hundreds of times every second for every such actor. It is far from clear as to which would be worse. First watch the video and validate whether or not you have a problem in the first place. Don’t over engineer something you don’t need to worry about. Premature optimization is a recipe for disaster