I’m not entirely sure what causes this as I have been unable to reproduce it in another place file but it seems like having disconnected terrain structures (for example, a section of cave that is surrounded by part-based builds and has no direct connections to other terrain) creates major issues with the occlusion culling systems.
This area is built inside of a terrain based cave. Nothing has changed besides the camera position between these two pictures. Notice how a large amount of parts and terrain are being culled when they shouldn’t.
Another example of parts being culled that shouldn’t (part of the wall is culled)
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