Visibility Culling

Have been unable to find much documentation in regards to visibility culling/ render settings. If anyone has guides or some documentation on visibility culling would be great :stuck_out_tongue:

Couch Knights allows you to see the characters if you jump behind a couch or somethingā€¦you might wish to dig through there to find out how it was doneā€¦sorry couldnā€™t be of more help but hope it points in the right directionā€¦

This link has a good conversation about cull distance volume use that may be of some use to you: https://answers.unrealengine/questions/61595/cull-distance-not-working.html

I think this will help you: ://udn.epicgames/Three/VisibilityCulling.html Itā€™s for UDK but it should nearly work the same for the UE4

Hi Charlie,

There isnā€™t a lot in our Docs, but here is the link:**https://docs.unrealengine/latest/INT/Engine/Actors/Volumes/index.html **

Also, if youā€™ve gotten the Content Examples project from the Marketplace there is a working example of how to use them in the Map ā€œVolumes.ā€ Example 1.3 should help get you started.

When using the volume make sure that the ā€œallow Cull Distance Volumeā€ is checked in the meshes details panel. This is on by default, but good to check and there may be certain objects that you want to exclude.

If you have any questions feel free to ask! :slight_smile:

Have UE4 such preview too? I didnā€™t find any visualiation of culling/occlusion in UE4.

I know this was posted over a month agoā€¦ but I was just wondering about the same thing. Is there a setting in the UE4 editor to preview the frustrum culling effect from the current camera?
This used to be essential in UE3 to get the instancing settings for foliage just right. So where has it gone? All I could find is Show->Advanced->Camera Frustrums but that didnā€™t do anything.

Same here, that would be very valuable and a huge time saver.