Letz say I set a static mesh wall to cull at whatever distance -- 4096UUs or whatever. ANd I know I should be checking every vantage point to make sure that this can't occur during game play, but lets say -- just for the sake of disscussion -- that a Player actually has a direct line of sight through the culled mesh from a distance beyond the 4096UUs cull setting. Now lets say that same player spots a bad guy and shoots at him. The projectile trajectory in theory has to pass through the space occupied by the culled mesh. What happens?
Does the projectile "sense" the culled mesh and a collision occurs between mesh and projectile. Or does the projectile not "sense" the culled mesh and thus proceeeds along its merry way to the intended target?
Does "culled" mean "culled" fropm the perspective of both what is being rendered as well as culled from projectile collision. Or is cull strictly a visual rendering thing?
Does the projectile "sense" the culled mesh and a collision occurs between mesh and projectile. Or does the projectile not "sense" the culled mesh and thus proceeeds along its merry way to the intended target?
Does "culled" mean "culled" fropm the perspective of both what is being rendered as well as culled from projectile collision. Or is cull strictly a visual rendering thing?
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