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Stand-In: Landscape culling

Use landscape culling to remove the parts of the Stand-In mesh that is below the surface.

1. Set up the landscape as a culling geometry

Find your landscape actor(s) in the World Outliner and in the details panel, check "Use Landscape for Culling Invisible HLODVertices".

Figure 1: How to enable landscape culling on a landscape actor.
Figure 1: How to enable landscape culling on a landscape actor.

INFO

If you use LandscapeStreamingProxy Actors you need to set this setting on all the proxy actors, not just the parent Landscape.

2. Set pipeline settings

Landscape culling is available for both Near- and Far Stand-Ins.

Near Pipeline

Set the following settings to enable culling.

  • Aggregation Settings → Enable Geometry Culling = true
  • Geometry Culling Settings → Use Clipping Geometry = true
Figure 2: Near Pipeline settings to enable culling.
Figure 2: Near Pipeline settings to enable culling.

Far Pipeline

Set the following setting to enable culling.

  • Geometry Culling Settings → Use Clipping Geometry = true
Figure 3: Far Pipeline settings to enable culling.
Figure 3: Far Pipeline settings to enable culling.

3. (Optional) Set Landscape Culling Precision

The landscape geometry can be exported using different precision options. This can be achieved by changing Landscape Culling Precision. The default value is Medium; for tighter clipping (for close up Stand-Ins) this setting can be set to High. Memory footprint and number of computations will increase drastically; use with caution!

Figure 4: Landscape Culling Precision setting.
Figure 4: Landscape Culling Precision setting.

4. Build

Build the Stand-In and wait for the process to finish.

5. Result

The following images show pre- and post Stand-In generation with landscape culling enabled.

Figure 5: Assets before building of Stand-In.
Figure 5: Assets before building of Stand-In.
Figure 6: Result of Far pipeline with landscape culling enabled.
Figure 6: Result of Far pipeline with landscape culling enabled.