WTF Is? Volume - Cull Distance in Unreal Engine 4

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  • Опубликовано: 21 янв 2025

Комментарии • 36

  • @barsam2a
    @barsam2a 7 лет назад +8

    Your videos are so good and straight to the point, thank you very much for all your effort.
    That "trick" with the shift-key on the arrows is very useful too. :-)

  • @taariqmartin7743
    @taariqmartin7743 Год назад

    Thank you so much for what you said about using it as a mirror to let something scerry pop up it really is a live saver

  • @GameDevBeat
    @GameDevBeat 9 лет назад +9

    You rock man ... Keep going 👍🏻👍🏻

  • @murtazarizvi368
    @murtazarizvi368 5 лет назад +1

    well culling from side is automatically enabled but this is more efficient for things that might be always in front but behind the wall

  • @ojier2482
    @ojier2482 2 года назад +2

    how did you make the box culling not with lines but transparent boxes?

  • @ElbahethAmrSrour
    @ElbahethAmrSrour Год назад +1

    Mathew Wadstein
    i dont know why but in unreal 5 this value will changed after pakaging or standalone game

    • @3dtutorialsandquestions
      @3dtutorialsandquestions 29 дней назад

      In UE 5.5.1 for me not work... It maybe work, but after restart Editor. Seems unreal Engine bug...

  • @sanketvaria9734
    @sanketvaria9734 6 лет назад +6

    Is there any similar type of thing where objects are called for render only if they are in frustrum of camera?

    • @juanmilanese
      @juanmilanese 6 лет назад

      Frustrum Culling and it is automatic in UE4... the thing is... it doesn't culls anything that has its bounding volume (I think) inside the frustrum of the camera, so big objects will probably not cull when you freezerendering

  • @MichaelKocha
    @MichaelKocha 2 года назад

    Anybody know if a cull distance volume can actually HURT performance if your level is too large and its culling too many objects? Like if you used this for an open world game for instance?

  • @res0lve
    @res0lve 2 года назад

    Any idea why I wouldn't be able to cull a BP that contains a geometry collection and an anchor field? I can cull the geometry collection normally(non-BP).

  • @sveng7096
    @sveng7096 2 года назад

    Another great tutorial. Thanks a lot!

  • @arturoarturo2570
    @arturoarturo2570 Год назад

    important to say that you have to play to see the effect, simulate doesn´t show it

  • @Restart-Gaming
    @Restart-Gaming 4 года назад +1

    just tryed this will not work on openworld tiles map with trees and mountains

  • @pencilgun4934
    @pencilgun4934 5 лет назад

    So with me I am only interested in one LOD 0. I set that to min 0.1 and 5200 for a semi top down view maze game I am working on and its seems to work fine without a cull volume. Is this how the newer versions of UE4 works now? Min and max draw distance can be set without a cull volume or is there a difference when you set or not set a cull volume in the nature and efficiency of the culling? TY. :-)

  • @shindig51
    @shindig51 4 года назад

    Thank you for great tutorial video.

  • @Restart-Gaming
    @Restart-Gaming 4 года назад

    How would this work for open world tile map I have trees mountains rocks

  • @DronX_
    @DronX_ 7 лет назад

    does it works for skeleton meshes?

  • @crossmr
    @crossmr 6 лет назад

    Is there anyway to include these inside a blueprint?

  • @pencilgun4934
    @pencilgun4934 5 лет назад

    Mathew which would be better for lower end hardware and mobile, cull volumes or precomputed visibility volumes? TY

  • @UDev-sr6jk
    @UDev-sr6jk 8 лет назад

    Is it possible to cull specific Terrain or Landscape ( e.g., i have 10 terrains and i want only 1 terrain to be visible when i stand on it when i leave the terrain and go to other one the first one disappear and second appear )

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  8 лет назад

      For something like this you might want to look into level streaming and putting each terrain into it's own map.

  • @SGShinja
    @SGShinja 7 лет назад

    Do you happen to know of any tutorials on frustrum culling? Thanks in advance! Great video series BTW! =D

  • @georgemekwuye189
    @georgemekwuye189 9 лет назад +1

    Thank You, Got It

  • @RangePlusOne
    @RangePlusOne 7 лет назад

    Does this work for particles?

  • @Alfa_Channell
    @Alfa_Channell Год назад

    Thank you!

  • @digitaldruglord6888
    @digitaldruglord6888 5 лет назад

    well the million dollar question is what happens to AI inside of the culling volume?

  • @jpm1
    @jpm1 3 года назад

    good tut

  • @Takomuhra
    @Takomuhra 6 лет назад

    Hey Mathew, does culling only stop it from being rendered or does it also prevent for example event ticks in blueprints placed in the culling volume from running as well?

    • @esotericgamedev
      @esotericgamedev 3 года назад

      I also want to know this. Does the blueprint logic keep running if an actor is culled?

    • @reynaldovilelaportfolio
      @reynaldovilelaportfolio 3 года назад

      The final part of the video " Make your questions bellow " Then.... 2 years ago a question. 1 month stills the question... and we still dont have the answer. xD

  • @BarbaNeggra
    @BarbaNeggra 5 лет назад

    Thanks!

  • @Lootboy3000
    @Lootboy3000 4 месяца назад

    you are the gote

  • @kotaro187
    @kotaro187 4 года назад

    Thanks Wadstein youre our Master .... 4:50 Normaly you must force to culling because the Engine removes nothing self , because i have made a Fake plane cover with a Cube behind and i have the same result if i turning in that direction where the most Buildings are the Camera Stutters while i am turning in that direction. here is another Solution Lod looks easy to setup and you can copy paste to all other Buildings : ruclips.net/video/T6DUVaD69CM/видео.html

  • @rifat.ahammed
    @rifat.ahammed Год назад

    Great

  • @georgemekwuye189
    @georgemekwuye189 9 лет назад +6

    Thank You, Got It