Pivot points, center of the map vs objects center and occluders

Hello,

I’d like to ask you about few things:

-is it necessary to keep the pivot point of the mesh in the center of that mesh or I could store it in the center of the map (0,0,0) I’m talking about great scale: ~500 objects

-Are pivots involved in some kind of optimization? Maybe by storing all pivots in the center of the map I destroy some major system and it drains FPS?

-how occluders works; should I turn them ON somewhere? Can I use UCX collision of the static meshes to work as occluders? Do pivots are involved in this system?

Thanks,
Tom

OK, lets start from the beginning; where I can find in UE4 Occlusion Preview ??
It’s present in UE3 but there is no way to find it in UE4! :frowning:

UDK | ViewModes ?!

BUMP:

-after an update I was able to use game view (shortcut in the viewport: g) and see how culling by distance works, great!

-but I’d like to ask all of you if you were able to use Occlusion culling?!

– I placed a volume
– calculated light and distances; got cells on the map
– and then nothing; I have no idea what I supposed to do as the next step. Volume is empty- doesn’t have any options and system simply doesn’t work :\

“Documentation” regarding this topic, ehhh… http://i.imgur.com/oGtiU3O.png

Help!