# \#occlusion-culling

**URL:** https://forums.unrealengine.com/tag/occlusion-culling/6902.md

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## [Metal Desktop Renderer Occlusion Culling led to a sharp increase in performance consumption in InitViews Pass.](https://forums.unrealengine.com/t/metal-desktop-renderer-occlusion-culling-led-to-a-sharp-increase-in-performance-consumption-in-initviews-pass/2693861)

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**Author:** [@JanetCoo](https://forums.unrealengine.com/u/JanetCoo)\
**Replies:** 0\
**Last updated:** [January 21, 2026, 2:19pm UTC](https://forums.unrealengine.com/t/metal-desktop-renderer-occlusion-culling-led-to-a-sharp-increase-in-performance-consumption-in-initviews-pass/2693861 "2026-01-21T14:19:48Z")

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I can only close occlusion culling now.Is it a bug?Help me!

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## [Can I Use Occlusion Culling with World Partition?](https://forums.unrealengine.com/t/can-i-use-occlusion-culling-with-world-partition/2641908)

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**Author:** [@Clinker](https://forums.unrealengine.com/u/Clinker)\
**Replies:** 3\
**Last updated:** [August 15, 2025, 8:19am UTC](https://forums.unrealengine.com/t/can-i-use-occlusion-culling-with-world-partition/2641908 "2025-08-15T08:19:38Z")

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Is it possible or recommended to enable Occlusion Culling when using World Partition?

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## [Can you always render occluded Paper2D sprite?](https://forums.unrealengine.com/t/can-you-always-render-occluded-paper2d-sprite/477654)

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**Author:** [@GMchris](https://forums.unrealengine.com/u/GMchris)\
**Replies:** 5\
**Last updated:** [July 13, 2025, 8:40pm UTC](https://forums.unrealengine.com/t/can-you-always-render-occluded-paper2d-sprite/477654 "2025-07-13T20:40:49Z")

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I’m making a 3D game with 2D characters. When the player walks behind some geometry I’d like to show the shape of the character in front of everything. A common technique, however I’m having some issues with using Paper2…

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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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## [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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## [Foliage/HISM do not utilize occlusion culling under multiple sitatuations](https://forums.unrealengine.com/t/foliage-hism-do-not-utilize-occlusion-culling-under-multiple-sitatuations/2384638)

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**Author:** [@iNightfaller](https://forums.unrealengine.com/u/iNightfaller)\
**Replies:** 1\
**Last updated:** [May 3, 2025, 4:01pm UTC](https://forums.unrealengine.com/t/foliage-hism-do-not-utilize-occlusion-culling-under-multiple-sitatuations/2384638 "2025-05-03T16:01:31Z")

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To kick off my question: Is Foliage/HISM broken when it comes to occlusion culling? I’m running into performance issues inside my game which I’m almost certain boils down to the foliage we’re playing in our maps. After …

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## [occlusion Culling Problem (white flashes) on Mobile devices](https://forums.unrealengine.com/t/occlusion-culling-problem-white-flashes-on-mobile-devices/1817639)

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**Author:** [@Hariomjangra](https://forums.unrealengine.com/u/Hariomjangra)\
**Replies:** 3\
**Last updated:** [January 1, 2025, 7:44pm UTC](https://forums.unrealengine.com/t/occlusion-culling-problem-white-flashes-on-mobile-devices/1817639 "2025-01-01T19:44:18Z")

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Hello Everyone, For a long time I am facing a problem related to occlusion culling on mobile devices. Whenever the player looks at meshes there is a white flash before it get culled. I am sharing some footages below …

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## [Landscape Occlusion culling: Setting x/y bounds?](https://forums.unrealengine.com/t/landscape-occlusion-culling-setting-x-y-bounds/396726)

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**Author:** [@the\_Bartender](https://forums.unrealengine.com/u/the_Bartender)\
**Replies:** 6\
**Last updated:** [July 16, 2024, 10:05am UTC](https://forums.unrealengine.com/t/landscape-occlusion-culling-setting-x-y-bounds/396726 "2024-07-16T10:05:28Z")

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Dear \[fill in your name here\], I’m currently having a problem where my landscape components get rendered just a tiny bit too late when moving the camera around a mesh on the x/y axes. It results in ugly flickering trian…

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## [Turning off occlusion culling of a static mesh](https://forums.unrealengine.com/t/turning-off-occlusion-culling-of-a-static-mesh/313023)

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**Author:** [@Ashkandi](https://forums.unrealengine.com/u/Ashkandi)\
**Replies:** 7\
**Last updated:** [June 25, 2024, 8:06am UTC](https://forums.unrealengine.com/t/turning-off-occlusion-culling-of-a-static-mesh/313023 "2024-06-25T08:06:11Z")

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Hey In UE3 i manually turned on/off if a static mesh should do occlusion culling or not, but i can’t find any way to do it in UE4. As you see on the picture the trash on the corridor is make the wall modules pop in/out…

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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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## [Debugging culled actors/meshes](https://forums.unrealengine.com/t/debugging-culled-actors-meshes/1798613)

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**Author:** [@frisbone](https://forums.unrealengine.com/u/frisbone)\
**Replies:** 1\
**Last updated:** [April 11, 2024, 5:48pm UTC](https://forums.unrealengine.com/t/debugging-culled-actors-meshes/1798613 "2024-04-11T17:48:49Z")

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What tools exist that could help me pair down the reasons why an actor or components of an actor are not rendering when all indications obvious to me are? Something like getting a list of all culled entities would be ve…

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## [Niagara GPU Particles disappear, if Emitter is out of Sight. Fixed Bounds doesn't fix it](https://forums.unrealengine.com/t/niagara-gpu-particles-disappear-if-emitter-is-out-of-sight-fixed-bounds-doesnt-fix-it/470586)

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**Author:** [@anonymous\_user\_8ae5a3a7](https://forums.unrealengine.com/u/anonymous_user_8ae5a3a7)\
**Replies:** 3\
**Last updated:** [November 6, 2023, 4:38pm UTC](https://forums.unrealengine.com/t/niagara-gpu-particles-disappear-if-emitter-is-out-of-sight-fixed-bounds-doesnt-fix-it/470586 "2023-11-06T16:38:15Z")

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Hello everyone, i’m have a Vehicle (the default Vehicle “Sedan”) with 4 Emitter-Obejcts (1 for each Wheel), that create Dust when you drive around. I want to use GPU-Particle Emitters in my System, but I get the well kn…

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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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## [How to get Occluded Actors without Raycasting](https://forums.unrealengine.com/t/how-to-get-occluded-actors-without-raycasting/1312746)

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**Author:** [@BlazingLyric80](https://forums.unrealengine.com/u/BlazingLyric80)\
**Replies:** 0\
**Last updated:** [September 26, 2023, 12:14pm UTC](https://forums.unrealengine.com/t/how-to-get-occluded-actors-without-raycasting/1312746 "2023-09-26T12:14:26Z")

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Hello! Is there a way to get occluded actors in C++ without ray casting from every camera? I’ve tried numerous approaches, including: Was Recently Rendered (does not tell if an actor is occluded) Getting Actors wi…

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## [Nanite Mesh Foliage and Occlusion Masking?](https://forums.unrealengine.com/t/nanite-mesh-foliage-and-occlusion-masking/1308075)

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**Author:** [@BDC\_Patrick](https://forums.unrealengine.com/u/BDC_Patrick)\
**Replies:** 0\
**Last updated:** [September 22, 2023, 5:19pm UTC](https://forums.unrealengine.com/t/nanite-mesh-foliage-and-occlusion-masking/1308075 "2023-09-22T17:19:51Z")

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I’ve a Question about Trees and Nanite… And my Occlusion Masking Material… Since my Game is TopDown and Trees would overlap everything visible to the Player… I need to Mask out a circular area around the Player by Occlu…

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## [Occlusion Culling and Material world position offset](https://forums.unrealengine.com/t/occlusion-culling-and-material-world-position-offset/448674)

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**Author:** [@ConcreteGames](https://forums.unrealengine.com/u/ConcreteGames)\
**Replies:** 3\
**Last updated:** [May 26, 2023, 12:58pm UTC](https://forums.unrealengine.com/t/occlusion-culling-and-material-world-position-offset/448674 "2023-05-26T12:58:27Z")

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Hi there. I’m using Instanced static meshes in a BP and a shader on those meshes that generates a world position offset. There seems to be an occlusion culling when turning the camera and I would like to bypass it. I …

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## [Hierarchical Occlusion Culling?](https://forums.unrealengine.com/t/hierarchical-occlusion-culling/1161178)

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**Author:** [@MaxPower42](https://forums.unrealengine.com/u/MaxPower42)\
**Replies:** 0\
**Last updated:** [May 10, 2023, 9:11am UTC](https://forums.unrealengine.com/t/hierarchical-occlusion-culling/1161178 "2023-05-10T09:11:50Z")

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I have this voxel world that is organized in cubic chunks of voxels, which are in turn organized in cubic sectors of chunks. The only (procedural) meshes there are are tied to the chunks and I’m doing occlusion culling o…

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## [Why do occluded meshes still execute draw calls?](https://forums.unrealengine.com/t/why-do-occluded-meshes-still-execute-draw-calls/442871)

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**Author:** [@anonymous\_user\_89d55f43](https://forums.unrealengine.com/u/anonymous_user_89d55f43)\
**Replies:** 1\
**Last updated:** [April 27, 2023, 1:49am UTC](https://forums.unrealengine.com/t/why-do-occluded-meshes-still-execute-draw-calls/442871 "2023-04-27T01:49:43Z")

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Hello, after some profiling to understand why i’m having a performance problem, i’ve reached to the conclusion that the problem seems to be with the RenderViewFamily (from the stat SceneRendering) being around 25 ms. To …

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## [What are my options for reducing the load of thousands of physics enabled actors outside visual range?](https://forums.unrealengine.com/t/what-are-my-options-for-reducing-the-load-of-thousands-of-physics-enabled-actors-outside-visual-range/752407)

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**Author:** [@DevbyMoonlight](https://forums.unrealengine.com/u/DevbyMoonlight)\
**Replies:** 3\
**Last updated:** [January 26, 2023, 1:26am UTC](https://forums.unrealengine.com/t/what-are-my-options-for-reducing-the-load-of-thousands-of-physics-enabled-actors-outside-visual-range/752407 "2023-01-26T01:26:15Z")

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I’m making a game with traffic and roads that could end up having a thousand or more traffic cars, using Chaos Vehicles and some vehicle AI to follow a line and evade other traffic, cop AI that sets up roadblocks, etc. I…

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## [Unreal 5.1 Skylight Occlusion Culling due to Global DistanceField](https://forums.unrealengine.com/t/unreal-5-1-skylight-occlusion-culling-due-to-global-distancefield/722776)

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**Author:** [@Renanmgs](https://forums.unrealengine.com/u/Renanmgs)\
**Replies:** 6\
**Last updated:** [December 6, 2022, 7:21pm UTC](https://forums.unrealengine.com/t/unreal-5-1-skylight-occlusion-culling-due-to-global-distancefield/722776 "2022-12-06T19:21:12Z")

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Hi. I am trying to render a cinematic of a landscape but the Global DistanceField is actively affecting my skylight. If you look closely there is a hard cut in the trees where they “pop”. I dont want this! …

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## [Precomputed Visibilty PlayAreaHeight - why not project specific?](https://forums.unrealengine.com/t/precomputed-visibilty-playareaheight-why-not-project-specific/544613)

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**Author:** [@herb64](https://forums.unrealengine.com/u/herb64)\
**Replies:** 1\
**Last updated:** [May 7, 2022, 11:33am UTC](https://forums.unrealengine.com/t/precomputed-visibilty-playareaheight-why-not-project-specific/544613 "2022-05-07T11:33:56Z")

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Dear Epic Team, I wonder, why the PlayAreaHeight setting is in Engine \> BaseLightmass.ini instead of some section in Project Settings. I believe, this is a project specific setting and the value should be stored there. …

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## [Software Occlusion doesn't work on static mesh with multiple materials but 1 masked material?](https://forums.unrealengine.com/t/software-occlusion-doesnt-work-on-static-mesh-with-multiple-materials-but-1-masked-material/498856)

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**Author:** [@R\_shed](https://forums.unrealengine.com/u/R_shed)\
**Replies:** 0\
**Last updated:** [February 16, 2022, 7:14pm UTC](https://forums.unrealengine.com/t/software-occlusion-doesnt-work-on-static-mesh-with-multiple-materials-but-1-masked-material/498856 "2022-02-16T19:14:49Z")

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Alright, so my issue is that the mesh doesn’t get considered as an occluder if it has a masked material of any sort. A way to fix this is to seperate the mesh into 2 meshes, 1 for masked and other for opaque but this wi…

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## [Is there a way to prevent occlusion culling from considering my character an obstacle?](https://forums.unrealengine.com/t/is-there-a-way-to-prevent-occlusion-culling-from-considering-my-character-an-obstacle/482677)

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**Author:** [@DaniUE4\_2017](https://forums.unrealengine.com/u/DaniUE4_2017)\
**Replies:** 0\
**Last updated:** [April 29, 2021, 10:57pm UTC](https://forums.unrealengine.com/t/is-there-a-way-to-prevent-occlusion-culling-from-considering-my-character-an-obstacle/482677 "2021-04-29T22:57:49Z")

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My problem is that when I move fast the camera appear flickering issues on landscape, It is fault of occlusion culling, as my player is in front of the camera then my player is an obstacle and all in front of him is temp…

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## [Vulkan preview render doubles draw calls](https://forums.unrealengine.com/t/vulkan-preview-render-doubles-draw-calls/480913)

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**Author:** [@BioMedKUL](https://forums.unrealengine.com/u/BioMedKUL)\
**Replies:** 1\
**Last updated:** [April 27, 2021, 7:29am UTC](https://forums.unrealengine.com/t/vulkan-preview-render-doubles-draw-calls/480913 "2021-04-27T07:29:52Z")

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I’ve noticed a strange thing and would like to understand why: I was using stat scenerendering to troubleshoot some cpu issues with a Vulkan VR project and switched between Preview rendering level: vulkan (mobile) and S…

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## [Question about Culling and VR](https://forums.unrealengine.com/t/question-about-culling-and-vr/480909)

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**Author:** [@BioMedKUL](https://forums.unrealengine.com/u/BioMedKUL)\
**Replies:** 6\
**Last updated:** [April 21, 2021, 7:13am UTC](https://forums.unrealengine.com/t/question-about-culling-and-vr/480909 "2021-04-21T07:13:13Z")

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I read in a presentation from the devs of robo recall unplugged that Occlusion Queries and precomputed visibility do not work together. Does anyone know if it would be a problem to enable Round Robin Occlusion Queries i…

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## [How can I disable Hardware Occlusion Queries And Enable HZB Occlusion](https://forums.unrealengine.com/t/how-can-i-disable-hardware-occlusion-queries-and-enable-hzb-occlusion/480838)

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**Author:** [@anonymous\_user\_8ad7c5f01](https://forums.unrealengine.com/u/anonymous_user_8ad7c5f01)\
**Replies:** 0\
**Last updated:** [March 26, 2021, 9:24pm UTC](https://forums.unrealengine.com/t/how-can-i-disable-hardware-occlusion-queries-and-enable-hzb-occlusion/480838 "2021-03-26T21:24:08Z")

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I want to enable HZB Occlusion ,so I must to Set r.AllowOcclusionQueries 1 and r.HZBOcclusion 1。but i set r.AllowOcclusionQueries 1 is also enable Hardware Occlusion Quries？how can i only enable HZB Occlusion

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## [Change View Frustum Occlusion Settings](https://forums.unrealengine.com/t/change-view-frustum-occlusion-settings/479947)

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**Author:** [@RichmarIII](https://forums.unrealengine.com/u/RichmarIII)\
**Replies:** 0\
**Last updated:** [March 9, 2021, 12:34am UTC](https://forums.unrealengine.com/t/change-view-frustum-occlusion-settings/479947 "2021-03-09T00:34:17Z")

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When I turn my camera i can see a slight delay with culled objects loading in. It’s much unwanted. Is there a way to change the view frustum the occlusion queries will use? If so, I could simply increase the size of t…

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## [Making Occlusion Culling Frame Perfect](https://forums.unrealengine.com/t/making-occlusion-culling-frame-perfect/477224)

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**Author:** [@Mikiok](https://forums.unrealengine.com/u/Mikiok)\
**Replies:** 0\
**Last updated:** [January 14, 2021, 12:31am UTC](https://forums.unrealengine.com/t/making-occlusion-culling-frame-perfect/477224 "2021-01-14T00:31:19Z")

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I’m currently working on a project with uses unreal engine more as offline renderer then a game engine and most things work fine but i’m struggling with making occlusion culling work. The Problem is that whenever i chang…

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## [Toggle Occlusion Culling](https://forums.unrealengine.com/t/toggle-occlusion-culling/473291)

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**Author:** [@tongucci](https://forums.unrealengine.com/u/tongucci)\
**Replies:** 0\
**Last updated:** [October 22, 2020, 3:15am UTC](https://forums.unrealengine.com/t/toggle-occlusion-culling/473291 "2020-10-22T03:15:26Z")

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Is there any way to toggle Occlusion Culling between levels? Maybe via blueprints? I want to enable it in only one level of my project.

[Next page](https://forums.unrealengine.com/tag/occlusion-culling/6902.md?match_all_tags=true&page=1&tags%5B%5D=occlusion-culling)
