Are mesh sections of a single skeletal mesh culled when they are outside of the viewport?
In other words, would breaking a singe huge skeletal mesh into smaller units increase our performance via culling?
Are mesh sections of a single skeletal mesh culled when they are outside of the viewport?
In other words, would breaking a singe huge skeletal mesh into smaller units increase our performance via culling?
Skeletal meshes are culled as a whole depending on the size of their physical asset bounds, as far as i know. So yeah, you’d need to split the mesh into smaller units if performance is a concern.