
Descrizione
VisionSYNC –Character Based Manuel Culling System
TRAILER : https://youtu.be/nH_FBISZOqo
EXAMPLE : https://youtu.be/esMprfAxVNw
NOTE : The System Reduces DrawCalls, Shadow - Lumen Calculation! for now... working on updates... , It is used in specific situations and projects and is manually adjustable!
BP_VisionSync is a plug-and-play Actor Component that dramatically improves runtime performance by hiding actors outside the player's vision range and revealing them only when they enter a defined box area — completely eliminating unnecessary draw calls, shadow calculations, and Lumen/Nanite overhead for out-of-range objects.
How It Works
A Box Collision is dynamically spawned at runtime and attached to the owner. Any actor tagged with a customizable tag (default: "Optimize") is hidden at game start and automatically shown or hidden as it enters or exits the collision box — no Tick, no manual setup, no performance cost at idle.
Key Features
- Drop-and-go Integrated in FirstPerson Character
- Fully dynamic: Box Collision is created at runtime, no manual component attachment needed
- Customizable box extent and culling tag per instance via exposed variables
- Event-driven architecture (no Tick) for maximum efficiency
- Compatible with UE5 Nanite, Lumen, and existing culling systems
- Works on all platforms including mobile
Performance Impact
In scenes with hundreds of actors, this system can reduce up to GPU draw calls by up to 90% depending on scene layout, making it especially powerful for open-world games, indoor/room-based levels, and mobile projects.




