Problem with cull distance volumes and level streaming
Hi! I have a couple levels that are combined in one level and with level streaming i load that level i want to play. In every level i use one big cull distance volume. Within the editor all works perfect but in the packaged game the cull distance volumes doesn't work with level streaming. So when i open a level direct without streaming the cull distance volume work proberly but when i stream this level all actors in this level are visable. So what can i do to fix this in the packaged game? Any hints? I would appreciate any help.
asked Jul 06 '18 at 05:15 PM in Packaging & Deployment
Do you have the culling volumes located in your persistent level or in the sub-levels? In my research of your issue I found this post from Reddit that may help you:
You may just need to move your volumes to the persistent level. If that doesn't work, let me know and we can try something else!
answered Jul 06 '18 at 06:31 PM
After checking the source code, the problem is Cull Distance Volume being triggered only once to iterate all the actor which is visible when persistent level is loaded, this time streaming level may not loaded and being visible(in editor, the streaming level is already loaded and visible if you tick on the Initially Loaded and Initially visible, so it works fine)
the solution is add some tricks in source code
in the LevelTick.cpp, line 1654, customize the code below, and compile the engine
One last note is about the Cull Distance value setup, the unreal unit is cm, but you may encounter the culling distance not match between PIE and play in packaged game, the problem is the CVar: r.ViewDistanceScale, when you are in Scalability 4, the r.ViewDistanceScale will automatic set to 10. This makes confusing at first if you don't know what is being control at background.
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