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Incorrect precomputed visibility data

Hi, my scene consists of a floor on top of which there is a cube wall and a sphere behind the wall. I build the lighting and get the precomputed visibility data. I am running in Debug Editor mode so that I can inspect all the variables properly. I have two questions:

1) Looking at the code, it seems like View.precomputedVisibilityData is an array of 8-bit integers, where each bit corresponds to a static mesh. Bit is 1 if visible else 0. Is my assumption correct ?

2) I put a breakpoint in such a view such that the sphere is completely occluded by the wall. But when I look at View.precomputedVisibilityData (in memory view), it is holding 15, which means all the meshes are visible. If my first assumption is correct, at least one bit should be 0 right ?

I've attached the view. Please note that I've turned on 'visualize occluded primitives', so the green box denotes the sphere which is occluded. Am I missing something ? Can someone explain if I am making the right assumption and looking at the data correctly ?

alt text


Product Version: UE 4.20
view.png (1.2 MB)
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asked Aug 16 '18 at 10:33 AM in Rendering

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