Static meshes have different settings available and culling doesnt work for some size based import settings

Static meshes have different settings available and culling doesnt work for some size based import settings. For example im culling by size and huge buildings will get culled, but static mesh A will not… i noticed its import uniform sscale is 100.0. It is the size of a bed in a room in the scene… and in the scene its 1, 1 ,1 scale.

looks like a bug to me, correct me if im wrong.

I will say this may have nothing to do with it since i see certain props as small as chairs not cull unexpectedly… where as other objects bigger and smaller cull in that distance or close then that distance.

Hi kurylo3d -

The Importing and Transform details only appear if you have imported the asset yourself into the engine and/or have access to the original FBX.

Thank You

Eric Ketchum

Thats all well and good, but that still doesnt explain the actual issue of assets not culling properly based on their size. Any ideas? Thats the main problem. Truthfully can careless about those settings… i just brought those up because this issue may have been having something to do with it, but it probably doesnt. Any idea ? Because otherwise not resolved! :confused:

Hi kurylo3d -

Can you provide a sample project with assets that are exhibiting this culling behavior, because I am not seeing the behavior locally.

Eric Ketchum

I can but its about 50 gb. Perhaps i can make it smaller and see if it still happens in a smaller scene with less assets in it.

I have to find out if its still happening. Perhaps the problems were happening because the scene needed to be re built?

Hello -

Re-Building the scene should not affect culling of static meshes in the level, it should only affect lighting, navigation meshes and BSPs.

Thank You

Eric Ketchum

Are you sure? Because that has been a constant for me for as long as I have been messing with the culling. It never acts right until i do a brand new build. If i ever adjust the size settings (not the distance)… then it forces me to rebuild in order to see it correct… other wise things get culled when they shouldnt or dont get culled when they should… Im talking every single time… its very reproducable.

Yes that is the settings of size and distance that i speak of.

Are you using a Cull Distance Volume?

My apologies, I thought you were referring to the SM LOD size and distance, so yes if you are using a Cull Distance Volume, volumes do need to be built.

Eric Ketchum

Thanks. Thats good to know for sure :). As far as any other problems relating to this I will respond again if I come across it. Its difficult to bug test this right now because not only am i bug testing more important issues, i am also knee deep in development and trying to get things done.

Hi kurylo3d -

I am going to mark the answer as resolved until you have time to get back to me. Once you do, feel free to comment back here and it will reopen the question and alert me.

Thank You

Eric Ketchum