Developer Notes

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.


View Frustum and Occlusion culling do not appear to work for Planar Reflections though the stats in PIE seems to indicate otherwise.

I've attached two gifs showing View Frustum and Occlusion checks and the results with the PlanarReflections using FreezeRendering to check the scene. Looking at the stats counters to check and the numbers indicate they are occluded or view frustum culled.

Tested in:
Broken: 4.13.1 Binary CL-3142249
Broken: 4.14 Preview 1 Binary CL-3167010
Broken: 4.15 Dev-Rendering CL-3171167

Steps to Reproduce

1. Open level with Planar Reflections enabled for the project.
2. Add a Planar Reflections Actor
3. Add a reflective material to a static Mesh
4. Place other actors above the Reflective surface
5. Shift the camera so that some of these are blocked by other actors to be occluded or so that they are not within the Camera's view frustum.
6. Use the command 'FreezeRendering' to move and check the scenes current rendering state.

Results: Actors are not frustum or occlusion culled from the planar reflection. Stats counters indicate otherwise, though.

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Won't Fix
ComponentUE - Graphics Features
Affects Versions4.134.144.15
CreatedOct 27, 2016
ResolvedMay 5, 2017
UpdatedMay 5, 2017
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