Hi - we’ve encountered an issue with the (experimental) occlusion culling in Unreal 5.3 where we get some strange results when this is enabled if a tile actor has a transform applied. In this instance, there is an apparently overly aggressive/random occlusion being applied to the geometry - possibly due to differences mapping from the actor transform between the Unreal coordinate system and the tiles own internal system post actor transform.
We quite often shift/adjust tiles and/or need to move small tile elements so a way of compensating for the actor transform applied would make this feature more robust given Unreal users are most likely familiar with transforming actors in the editor.
Hi David,
Thank you for posting this issue. If possible, could you provide a screenshot that illustrates the problem?
I will point our engineering team to this issue to begin the conversation for a potential workaround or fix.
Best,
Jeff
Thank you for the report @dagillespie, and sorry for the delay.
As @y2kiah asked, it would be great if you could provide a screenshot that illustrates this problem, or even a sample project / level. That would help us with reproducibility, which will help us more easily diagnose the error. It definitely sounds like a bug, so I’ll put it on our internal radar to investigate this as soon as we get more info. Thanks!
Hi David
We have you occlusion culling dataset for debugging purposes. Can you detail the settings you used to import and then move the tileset’s coordinates? A screenshot or description of your Unreal editor transform panel would be helpful. We would like to reproduce the same conditions you are seeing.
Thanks, Jeff
(@dagillespie)