Like the view culling/occlusion feature in UE3? Shown a couple of minutes into this video
I don’t think it’s possible anymore in UE4, it required a viewport option to use another view’s visibility results which doesn’t exist anymore.
Should this work?:
Viewport Show > Advanced > Precomputed Visibility.
Even not documented:
https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/Viewports/ShowFlags/index.html#advanced
After spending a year getting to know my way around UE4 I’ve found that the best you can do is use STAT SCENERENDERING to view how many meshes are being culled as you change your view of the scene.