Turning off occlusion culling of a static mesh

Hey

In UE3 i manually turned on/off if a static mesh should do occlusion culling or not, but i can’t find any way to do it in UE4.

As you see on the picture the trash on the corridor is make the wall modules pop in/out even if it’s not hidden by another object so it looks pretty bad.

Is there any way of excluding static meshes from the occlusion culling so they wont hide things behind them?

Increasing Bounds Scale a little may help.

Well, i don’t want to increase Bound Scale for all walls, i want to do something with these meshes so they won’t hide stuff behind them.

So there is no any way to do it then i guess.

Increasing the bounds scale is the way to go. You can disable Occlusion culling for the project via the project settings, but that’s for the entire project and not for a specific mesh.

For the bounds scaling you do not have to increase it significantly. The default value is 1. Try increasing it by only a fraction at a time until you the results you’re happy with. Try values like 1.05, 1.1, 1.15, until you get what you need. It won’t hurt doing minute adjustments. Significant adjustments keeping something rendered much longer than needed can be bad though.