The objects behind a wall are still rendered

Hi,

I made a door and wanted to test if things behind the door are still rendered. I filled the hole with a door (brush) but in wireframe mode I can see still the things behind the wall are rendered. It seems that everything is rendered, behind or not. The Indoor area is sealed with brushes. I tried to put a precomputered visibility volume, but it didn’t helped. I’m not sure how to setup it (the box volume), should be the whole indoor objects be in the precomputered visibility volume or should this volume only be big as the hole (for the door). My questions is how to get that the objects behind a wall aren’t rendered?

This is how i setup my precomputered visibility volume, is this right or not?

Try “Load Level Stream”.

Make your map behind door to be a child level.

Then it will not load when starting the game, if you want them appear, call Load Level Stream as soon as you open the door

P.S set the map to child level will hide it in editor until you turn on the level’s visibility.

Windows → Levels

Hi Smallee,
this option I don’t want because the loading time while playing, the whole level should be loaded first before playing. I just want that this is not be draw.

You mean you want to load whole level at beginning but hide a part of that?

I don’t want to hide it scripted or manually, I just want that not seen objects be automatic culled away like in other games. I’m not expert in UE4, but me was told that things should be not draw behind walls if the material of the wall isn’t transfluent or masked

an example, I’m indoor in front of a wall, everything behind (the completly outdoor) gets rendered too