# \#culling

**URL:** https://forums.unrealengine.com/tag/culling/945.md

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## [Fix for broken distance culling after UE5.5](https://forums.unrealengine.com/t/fix-for-broken-distance-culling-after-ue5-5/2684035)

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**Author:** [@Kedral](https://forums.unrealengine.com/u/Kedral)\
**Replies:** 0\
**Last updated:** [December 11, 2025, 9:37am UTC](https://forums.unrealengine.com/t/fix-for-broken-distance-culling-after-ue5-5/2684035 "2025-12-11T09:37:06Z")

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Sharing this in case somebody finds their static meshes being incorrectly distance culled when upgrading their project to UE5.5+, know that it’s due to this change, where DistanceCullToSphereEdgealways defaults to true. …

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## [HISM can do View Frustum per instance, but can't do Occlusion Culling](https://forums.unrealengine.com/t/hism-can-do-view-frustum-per-instance-but-cant-do-occlusion-culling/2541372)

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**Author:** [@Shunitzo](https://forums.unrealengine.com/u/Shunitzo)\
**Replies:** 0\
**Last updated:** [June 4, 2025, 8:28pm UTC](https://forums.unrealengine.com/t/hism-can-do-view-frustum-per-instance-but-cant-do-occlusion-culling/2541372 "2025-06-04T20:28:22Z")

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I have 5 HISM that can do View Frustum per instance, but can’t do Occlusion Culling for some reason. Am I missing some settings?

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## [Raytracing Reflections are not looking accurate](https://forums.unrealengine.com/t/raytracing-reflections-are-not-looking-accurate/2511041)

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**Author:** [@malik\_217](https://forums.unrealengine.com/u/malik_217)\
**Replies:** 0\
**Last updated:** [May 15, 2025, 7:42am UTC](https://forums.unrealengine.com/t/raytracing-reflections-are-not-looking-accurate/2511041 "2025-05-15T07:42:45Z")

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The reflections on my glass does not seem accurate, even though my translucency is set to Raytracing as you can see in the Images below. Mirror doesn’t reflect another mirrors reflection and blueish reflection, seems li…

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## [Some meshes are not being culled by Occlusion Culling, tried seemingly everything.](https://forums.unrealengine.com/t/some-meshes-are-not-being-culled-by-occlusion-culling-tried-seemingly-everything/2497142)

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**Author:** [@Mellowochi](https://forums.unrealengine.com/u/Mellowochi)\
**Replies:** 5\
**Last updated:** [May 13, 2025, 1:06am UTC](https://forums.unrealengine.com/t/some-meshes-are-not-being-culled-by-occlusion-culling-tried-seemingly-everything/2497142 "2025-05-13T01:06:25Z")

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Is there a reason why some meshes are just not effected by occlusion culling? When looking at this part of the level, you can see meshes being occluded past the walls of the hallway. But in this second picture, looki…

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## [Part of my character can only be seen through the front then when I look at the back it renders as nothing? ](https://forums.unrealengine.com/t/part-of-my-character-can-only-be-seen-through-the-front-then-when-i-look-at-the-back-it-renders-as-nothing/2475625)

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**Author:** [@ThuanTastic](https://forums.unrealengine.com/u/ThuanTastic)\
**Replies:** 0\
**Last updated:** [April 25, 2025, 1:15pm UTC](https://forums.unrealengine.com/t/part-of-my-character-can-only-be-seen-through-the-front-then-when-i-look-at-the-back-it-renders-as-nothing/2475625 "2025-04-25T13:15:55Z")

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## [Landscape Grass Type Grass Popping in based on Landscape Components. ](https://forums.unrealengine.com/t/landscape-grass-type-grass-popping-in-based-on-landscape-components/1177750)

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**Author:** [@Tom\_Neufeld](https://forums.unrealengine.com/u/Tom_Neufeld)\
**Replies:** 3\
**Last updated:** [March 18, 2025, 2:23am UTC](https://forums.unrealengine.com/t/landscape-grass-type-grass-popping-in-based-on-landscape-components/1177750 "2025-03-18T02:23:12Z")

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Hi There, I’ve been playing with the landscape grass type to generate grass on my landscape automatically where my material is grass. This has been working perfectly, however I’ve run into a problem related to the cull…

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## [VR huge performance spikes, SteamVR crashes](https://forums.unrealengine.com/t/vr-huge-performance-spikes-steamvr-crashes/2364105)

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**Author:** [@UlyanY.1](https://forums.unrealengine.com/u/UlyanY.1)\
**Replies:** 1\
**Last updated:** [February 28, 2025, 12:54pm UTC](https://forums.unrealengine.com/t/vr-huge-performance-spikes-steamvr-crashes/2364105 "2025-02-28T12:54:52Z")

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Hi everyone! One of my team members encountered strange performance spikes in our VR project and I have no idea what could it be. We have 3 game builds. First one was made back in January and have no performance iss…

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## [How to stop culling for video render?](https://forums.unrealengine.com/t/how-to-stop-culling-for-video-render/467074)

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**Author:** [@Cinemyscope](https://forums.unrealengine.com/u/Cinemyscope)\
**Replies:** 3\
**Last updated:** [October 9, 2024, 6:45pm UTC](https://forums.unrealengine.com/t/how-to-stop-culling-for-video-render/467074 "2024-10-09T18:45:37Z")

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Hi, I’m still new to UE. I’m trying to render a video and some small gravel Megascan assets disappear as the camera moves. I assume this is distance culling at work. However, I have now spent hours with the manual an…

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## [Disable LOD Distance cull](https://forums.unrealengine.com/t/disable-lod-distance-cull/362689)

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**Author:** [@TorQueMoD](https://forums.unrealengine.com/u/TorQueMoD)\
**Replies:** 13\
**Last updated:** [August 15, 2024, 12:11am UTC](https://forums.unrealengine.com/t/disable-lod-distance-cull/362689 "2024-08-15T00:11:36Z")

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Is it possible to disable distance culling on a static mesh? I’ve got a Neon Sign mesh that’s fairly small and its being removed from the scene when I’m more than a few feet away because of the fact that its made of a wi…

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## [Culling mask(camera layers)](https://forums.unrealengine.com/t/culling-mask-camera-layers/431836)

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**Author:** [@Elkabear](https://forums.unrealengine.com/u/Elkabear)\
**Replies:** 3\
**Last updated:** [June 27, 2024, 6:42am UTC](https://forums.unrealengine.com/t/culling-mask-camera-layers/431836 "2024-06-27T06:42:17Z")

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Is it possible to use “culling mask”(layers) like in unity engine For example In some multiplayer games you see your enemies dressed as bad guys and your friends dressed as good guys while players from the other team see…

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## [Landscape not exported with Movie Render Queue depending on Z-axis of camera actor](https://forums.unrealengine.com/t/landscape-not-exported-with-movie-render-queue-depending-on-z-axis-of-camera-actor/1915691)

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**Author:** [@robyrom](https://forums.unrealengine.com/u/robyrom)\
**Replies:** 0\
**Last updated:** [June 25, 2024, 6:27am UTC](https://forums.unrealengine.com/t/landscape-not-exported-with-movie-render-queue-depending-on-z-axis-of-camera-actor/1915691 "2024-06-25T06:27:45Z")

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Hi, I’m facing a very frustrating issue: movie render queue is not properly rendering my landscape when I “zoom out” the camera actor. For example if I set the Z-axis of the camera at 1000meters the movie render large …

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## [Disabling instance culling completely on a UInstancedStaticMeshComponent](https://forums.unrealengine.com/t/disabling-instance-culling-completely-on-a-uinstancedstaticmeshcomponent/1814693)

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**Author:** [@The\_untextured](https://forums.unrealengine.com/u/The_untextured)\
**Replies:** 0\
**Last updated:** [April 21, 2024, 11:33pm UTC](https://forums.unrealengine.com/t/disabling-instance-culling-completely-on-a-uinstancedstaticmeshcomponent/1814693 "2024-04-21T23:33:10Z")

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The title says it all, is it possible to completely disable culling on an individual UInstancedStaticMeshComponent? I figured out that I should make a child class of it, and of FInstancedStaticMeshSceneProxy in order to…

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## [Disabling frustum/occlusion culling on Hierarchical Instanced Static Mesh?](https://forums.unrealengine.com/t/disabling-frustum-occlusion-culling-on-hierarchical-instanced-static-mesh/1811771)

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**Author:** [@The\_untextured](https://forums.unrealengine.com/u/The_untextured)\
**Replies:** 0\
**Last updated:** [April 19, 2024, 10:49pm UTC](https://forums.unrealengine.com/t/disabling-frustum-occlusion-culling-on-hierarchical-instanced-static-mesh/1811771 "2024-04-19T22:49:06Z")

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I am using materials to add offset to instances on a Hierarchical Instanced Static Mesh component (HISM). The issue with this is that frustum/occlusion culling does not work correctly, since the bounds are not around th…

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## [How to Disable widget distance culling?](https://forums.unrealengine.com/t/how-to-disable-widget-distance-culling/439621)

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**Author:** [@Lildevil345](https://forums.unrealengine.com/u/Lildevil345)\
**Replies:** 2\
**Last updated:** [April 15, 2024, 3:47pm UTC](https://forums.unrealengine.com/t/how-to-disable-widget-distance-culling/439621 "2024-04-15T15:47:54Z")

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I have a blueprint at mouse location, it is pretty far away from the camera. On this blueprint, I have a Widget component using world space. It works perfectly in the middle of the screen but when I move the cursor to th…

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## [Nanite Foliage pops in and out when setting culling](https://forums.unrealengine.com/t/nanite-foliage-pops-in-and-out-when-setting-culling/1742387)

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**Author:** [@JemJem](https://forums.unrealengine.com/u/JemJem)\
**Replies:** 0\
**Last updated:** [March 10, 2024, 4:41am UTC](https://forums.unrealengine.com/t/nanite-foliage-pops-in-and-out-when-setting-culling/1742387 "2024-03-10T04:41:25Z")

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How can I make nanite foliage cull smoothly. I want it to fade in and out. I managed to get it working with LODs but LODs seem to drop my fps and not look as nice as nanite…

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## [Shadows Culling](https://forums.unrealengine.com/t/shadows-culling/1674824)

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**Author:** [@PhilippeMinuit](https://forums.unrealengine.com/u/PhilippeMinuit)\
**Replies:** 9\
**Last updated:** [February 19, 2024, 3:30pm UTC](https://forums.unrealengine.com/t/shadows-culling/1674824 "2024-02-19T15:30:50Z")

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Hi! Have seen this issue come up since switching from unreal 5.1 to 5.2 (it is also in 5.3 which I am currently using) Shadows get culled depending on the object’s screensize. I change the min size for it to not cull bu…

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## [Blend Mode Masked and high distance](https://forums.unrealengine.com/t/blend-mode-masked-and-high-distance/303169)

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**Author:** [@nkey](https://forums.unrealengine.com/u/nkey)\
**Replies:** 3\
**Last updated:** [February 18, 2024, 9:17pm UTC](https://forums.unrealengine.com/t/blend-mode-masked-and-high-distance/303169 "2024-02-18T21:17:58Z")

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Hello everyone. In my project prototype it is required to render grass without any culling by distance (so, it should be visible even from few kilometers). UE4 4.7.0 Preview allows me to place such grass amount as I’d …

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## [Problem with Distance field shadows still appearing on foliage instances that have been culled](https://forums.unrealengine.com/t/problem-with-distance-field-shadows-still-appearing-on-foliage-instances-that-have-been-culled/1516469)

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**Author:** [@Chadwise](https://forums.unrealengine.com/u/Chadwise)\
**Replies:** 1\
**Last updated:** [December 29, 2023, 1:20am UTC](https://forums.unrealengine.com/t/problem-with-distance-field-shadows-still-appearing-on-foliage-instances-that-have-been-culled/1516469 "2023-12-29T01:20:05Z")

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Hey there. I am having a problem with my foliage shadows. Its a very simple problem where the distance field shadows of my foliage remain visible despite the foliage itself being culled. Obviously I am culling my foli…

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## [More precise control over disabling dynamic shadow casting from actors that are culled?](https://forums.unrealengine.com/t/more-precise-control-over-disabling-dynamic-shadow-casting-from-actors-that-are-culled/480019)

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**Author:** [@uJelleh](https://forums.unrealengine.com/u/uJelleh)\
**Replies:** 3\
**Last updated:** [December 16, 2023, 10:36pm UTC](https://forums.unrealengine.com/t/more-precise-control-over-disabling-dynamic-shadow-casting-from-actors-that-are-culled/480019 "2023-12-16T22:36:46Z")

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Hello! I have a question about culling and shadow casting. I searched for a while and came across a couple other posts asking about the same thing, but with no clear answers yet: https://forums.unrealengine.com/developm…

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## [How to avoid this "popping" of small/medium static meshes?](https://forums.unrealengine.com/t/how-to-avoid-this-popping-of-small-medium-static-meshes/1431596)

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**Author:** [@Miguel1900](https://forums.unrealengine.com/u/Miguel1900)\
**Replies:** 2\
**Last updated:** [November 29, 2023, 4:58pm UTC](https://forums.unrealengine.com/t/how-to-avoid-this-popping-of-small-medium-static-meshes/1431596 "2023-11-29T16:58:03Z")

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Hi all, I’m facing a quite unconfortable issue. When I move fast in front of an ‘occluder’ mesh and some objects become visible, they pop up visibly, even leaving the light and bloom passtrhough. This happens with bake…

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## [occlusion culling not working](https://forums.unrealengine.com/t/occlusion-culling-not-working/1325734)

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**Author:** [@Legoman4532](https://forums.unrealengine.com/u/Legoman4532)\
**Replies:** 1\
**Last updated:** [November 23, 2023, 4:18am UTC](https://forums.unrealengine.com/t/occlusion-culling-not-working/1325734 "2023-11-23T04:18:35Z")

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I’m trying to optimize my game in unreal 5.3.1 and I found out occlusion culling not working. its enabled in settings and when I use “freezerendering” most of my map is still rendered. it culls a few meshes but almost al…

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## [Does the Culling System also cull Physics and Kinematics That is no Longer in view](https://forums.unrealengine.com/t/does-the-culling-system-also-cull-physics-and-kinematics-that-is-no-longer-in-view/435340)

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**Author:** [@DKnox](https://forums.unrealengine.com/u/DKnox)\
**Replies:** 2\
**Last updated:** [November 20, 2023, 9:41pm UTC](https://forums.unrealengine.com/t/does-the-culling-system-also-cull-physics-and-kinematics-that-is-no-longer-in-view/435340 "2023-11-20T21:41:20Z")

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Hi I Have a Technical question regarding Culling. I Have a map with a large industrial complex with water outside with object floating in the water. There are roof fans spinning and other kinematic classes running. I …

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## ["Was Actor Recently Rendered" and Frustum Culling.](https://forums.unrealengine.com/t/was-actor-recently-rendered-and-frustum-culling/1395325)

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**Author:** [@PrplMoth](https://forums.unrealengine.com/u/PrplMoth)\
**Replies:** 1\
**Last updated:** [November 18, 2023, 1:26pm UTC](https://forums.unrealengine.com/t/was-actor-recently-rendered-and-frustum-culling/1395325 "2023-11-18T13:26:01Z")

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Let me preface this by saying I’m new to Unreal. I’m also not sure if this belongs here or in rendering. I created an NPC that only moves when not in view of the camera, the AI checks for this using the “Was Actor Rece…

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## [Ribbon particle not visible when coming from behind](https://forums.unrealengine.com/t/ribbon-particle-not-visible-when-coming-from-behind/391851)

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**Author:** [@EstherZuidgeest](https://forums.unrealengine.com/u/EstherZuidgeest)\
**Replies:** 8\
**Last updated:** [October 30, 2023, 1:20am UTC](https://forums.unrealengine.com/t/ribbon-particle-not-visible-when-coming-from-behind/391851 "2023-10-30T01:20:43Z")

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In our setup we are moving along a road. Then we simulate traffic coming from behind overtaking you and traffic that is on the other lane traveling towards you. I visualize this traffic with a ribbon particle. I have an…

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## [AI Culling](https://forums.unrealengine.com/t/ai-culling/1228371)

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**Author:** [@Shunitzo](https://forums.unrealengine.com/u/Shunitzo)\
**Replies:** 2\
**Last updated:** [October 29, 2023, 11:37pm UTC](https://forums.unrealengine.com/t/ai-culling/1228371 "2023-10-29T23:37:05Z")

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Hello! I have a problem with AI that is still rendered behind the wall. But if I turn away from AI, it will unrender. Is there a checkbox I missed? And if there are no culling for AI, can I do it manually in BP?

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## [Collision stays where actor was Culled (Android)](https://forums.unrealengine.com/t/collision-stays-where-actor-was-culled-android/1242812)

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**Author:** [@Rlllok203](https://forums.unrealengine.com/u/Rlllok203)\
**Replies:** 2\
**Last updated:** [August 1, 2023, 8:09am UTC](https://forums.unrealengine.com/t/collision-stays-where-actor-was-culled-android/1242812 "2023-08-01T08:09:29Z")

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I have a vehicle (With Vehicle Movementt Component) controlled by AI. Collision of this car stays in the place where car was last viewed. So it was culled by some of methods and after that Collision stops moving with act…

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## [Draw Calls are high even though there isn't much in scene](https://forums.unrealengine.com/t/draw-calls-are-high-even-though-there-isnt-much-in-scene/1221004)

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**Author:** [@Evrcore](https://forums.unrealengine.com/u/Evrcore)\
**Replies:** 0\
**Last updated:** [July 6, 2023, 7:20am UTC](https://forums.unrealengine.com/t/draw-calls-are-high-even-though-there-isnt-much-in-scene/1221004 "2023-07-06T07:20:53Z")

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My project has been having high draw calls. The thing that’s weird that it seems that the objects that I have aren’t culled. The stats resulted is from a scene are from where I’m facing away from the world. Therefore,…

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## [Perform Frustum Check](https://forums.unrealengine.com/t/perform-frustum-check/287524)

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**Author:** [@Maddius](https://forums.unrealengine.com/u/Maddius)\
**Replies:** 13\
**Last updated:** [June 22, 2023, 11:12am UTC](https://forums.unrealengine.com/t/perform-frustum-check/287524 "2023-06-22T11:12:32Z")

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Hey, What’s the best way to use the cameras frustum to check the visibility of a set of actors? Or points etc? Been looking around but not finding anything that useful. Thanks

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## [Create Foliage in C++](https://forums.unrealengine.com/t/create-foliage-in-c/372115)

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**Author:** [@Crispy\_Penguin](https://forums.unrealengine.com/u/Crispy_Penguin)\
**Replies:** 6\
**Last updated:** [June 21, 2023, 9:33am UTC](https://forums.unrealengine.com/t/create-foliage-in-c/372115 "2023-06-21T09:33:11Z")

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Hi guys, I am working on some procedural terrain and with that I wanted to spawn foliage. The only hint about spawning foliage I have found was this - Manually Create Foliage C++ - Asset Creation - Unreal Engine Forums …

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## [Foliage and grass disappearing depending on angle](https://forums.unrealengine.com/t/foliage-and-grass-disappearing-depending-on-angle/420426)

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**Author:** [@Jau\_Studio](https://forums.unrealengine.com/u/Jau_Studio)\
**Replies:** 8\
**Last updated:** [June 15, 2023, 8:54pm UTC](https://forums.unrealengine.com/t/foliage-and-grass-disappearing-depending-on-angle/420426 "2023-06-15T20:54:11Z")

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Hello, As the title says, my foliage and grass disappears. But it’s not a matter of distance culling ! It’s related to your position and angle. At beginning, I though the problem was related to the template I’m using t…

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