They're under the PlaceHolder_T package. Personally I just use a small texture that is already in use in the map to save file space (more textures in the map = bigger size) but it really doesn't matter at all. I'm just nuts like that. 
This is what I heard from programmers that worked with the Unreal engine. They said that the 2 occlusion techniques that really work are fog and cull distance. In most cases the other techniques (portals, anti-portals) give the cpu more to do. It has to calculate what you can and cant see, after that it know what to render or not.
Also culling and fog are the easiest/fastest to set up![]()
Can someone tell me if it is better to place a Wall Static or to build a similar one from BSP with damage to it. Which is a better resource cost? Also can anyone explain what settings I should have for Static meshes that are outside of the playable area so that it can improve performance. This would be for like trees shurbs grass , tree facades. Thanks