Instance Cull Distance dont work [With Repro]

When creating actor with InstancedStaticMesh-component, the start and end cull distance values have no effect (you can see it in empty project). You cant make the instances fade out one by one depending the distance to camera. This is making it very tricky to use the instanced meshes in level creating unless all instances are near each other. Would love to use Rama’s plugin to create instanced meshes, but without the culling the FPS gets worse even the draw calls drop heavily.

Hi SaOk,

There is a ticket in for this already with UE-13425, but it’s backlogged.

Instance Static Meshes have a limitation for culling all the instanced meshes since these get reduced to a single draw call when rendering an object n times. Normal the n values would be the number of draw calls you would get, but but cause of this these objects cannot be independently culled.

Hierarchical Instance Static Mesh can handle per instance culling.

-Tim

Thank you for letting me know. :slight_smile: I will use it more locally then. Also use that hierarchical. Btw. I noticed that you cant move/rotate/scale hierarchical instances by using mouse, only by changing the number values.

Anyway very excited to try using instances as much as possible, especially to get rid of stutter when turning camera.