Why do blueprint's not cull with a cull distance volume?
apparently blueprints don't cull!?!? so i have made a prefabs of walls to drag and drop into levels to make level building easier but i have so many of them in the game that it runs so slow because all the blueprints are being rendered am i doing something wrong or do blueprints really don't cull!? if so they need to fix that maybe add an option to allow culling in the blueprint editor for that selected blueprint
I noticed i had an issue with a blueprint mesh, which was set to movable. Setting it to static fixed the issue for me.
answered Feb 19 '16 at 12:11 PM
This is a known issue that is currently being discussed. For reference the ticket number for this issue is UE-5467. I'll add this post to the ticket and once it's resolved I'll post back here with the update once this is verified fixed. :)
There is a workaround though that may work in the time being. In your BP you can select all your meshes and set a max draw distance. This will work the same as the CDV with exception that you'll have to manually set this for all your static meshes in your BP. You can select all the static meshes at once in your components tab and set them all at the same time. At least that way you do not have to set them individually unless you have a need to do so.
I hope this helps until this fixed! :)
answered Dec 17 '14 at 02:26 PM
Tim Hobson ♦♦ STAFF
PEOPLE!! I think I may know a workaround!!! (It worked for me on 4.16.3): you have to add an arrow component to the static mesh of the blueprint. That way, your blueprint mesh will work with the cull distance volume even if its set to movable, but note that every time you modify your cull distance volume`s values, you`ll have to:
*set your blueprint mesh to static
*save (by the way, look at the "Current Max Draw Distance" value on your blueprint mesh as a guide)
*set your blueprint mesh to movable(i guess)
NOTE: I didn`t test it on a packaged game.
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