Objects in a scene are randomly culled when building a level with Precomputed Visibility enabled, and opening another level that has already pre-built precomputed visibility.
A couple of things worth noting when testing this issue.
I attempted to override the current and unexpected behavior using a Precomputed Visibility Override Volume, but that seemed not to function at all. I also attempted to change the precomputed cell size, but that also had no effect on the issue.
1. Open the [Link Removed]
2. 'Build All' in the default loaded level.
3. Open 'Map_Cabin_B' level.
4. Be sure to Save All when prompted.
5. 'Build All.'
6. Reopen the 'Map_Cabin_A' level.
7. Press PIE
Outcome Some of the objects in the scene are being culled randomly when moving throughout the level.
Expected Precomputed visibility stores the visibility of actors and none of the objects encased in the volume are culled.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-46623 in the post.
6 |
Component | UE - Graphics Features |
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Affects Versions | 4.15.3, 4.16.1 |
Created | Jun 28, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |