When a player walks past the edge of an object or a Mesh seam (e.g., the edge of a door or a distant wall), the object’s edge or seam momentarily disappears and then immediately reappears. What are some ways to fix this?
This is a very commonly reported problem. The engine isn’t drawing all the meshes in every frame, only the ones it thinks you will see.
When you suddenly introduce a new actor into the mix like that, there will be a slight lag before it gets added to the list.
There are things you can do to make the engine always draw everything, but that’s a really bad idea. It’s better, is to just make sure a light surface ( like the sky ) isn’t at the back like that.
You can just put another larger wall further away ( sort of enclose the whole space in a box ).
The bright sky I see is part of my project. I have set the Fog Start Distance and Fog Density to 0. I have also tried adjusting the Near Clip Plane setting, but it still doesn’t fix it. Initially, I tried covering the scene with a Cube as you suggested, but it penetrates the Cube as well. Do you have any other techniques you can recommend?
Do you mean just a giant cube placed in the scene? Or do you mean a sort of custom 4 walls actor?
You can set the mesh bounds of the cube in the details panel, just make it huge.
Also, I think there is ‘Never Distance Culling’ somewhere in the details?
I tried creating four large cubes to enclose my test scene, and even after moving the camera, the mesh still flickers. I should add that the mesh only flickers when multiple meshes are joined together—in this case, the wall mesh flickers along the seams where the wall segments meet. However, if the wall is only a single piece, the mesh doesn’t flicker. I have also tried checking the ‘Never Distance Cull’ option, but the mesh is still flickering.
Sorry, I don’t have a perfect solution for you ![]()
You can turn culling on and off at run time, using overlap volumes. Apparently, this guy thought it was the bees knees
It’s really up to you, how much this bothers you.
Incidentally, whether it happens or not in edit mode has no meaning. Only runtime matters.
I fixed it by using the command r.AllowOcclusionQueries 0, but what I’m wondering is how much performance it will consume. However, based on my tests, there wasn’t much difference.
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As your game becomes more complex, it will consume a lot ![]()
But good that it solves it for you.
Thank you so much, you are my hero.
