Hey all, I am working in unreal 5.4.4 and have the current error message with Nanite. I have nanite disabled in project settings → render tab. I also have raytracing and lumen disabled as I have no need for those in my current project. I checked all my models, material and blueprints and didn’t see nanite enabled on any of…
POM is pretty expensive and prone to a lot of artefacting - personally i try to avoid it unless I'm not in a position to generate the mesh I actually need (damage decals are a great use case for POM) - Nanite has no bearing on this at all. There is a baseline cost to using Nanite and you need to be sure that your target…
We've been asked to use Nanite for a project (just a blanket order to enable Nanite on every mesh that even remotely supports it). Whatever one might think of that, I need to make sure we cause as little trouble for ourselves on the asset creation side of things, and I feel like Nanite throws out most of what I know about…
Culling starts too soon resulting in clearly visually triangulated geometry (something that should be round getting straight corners), Triangles (in Nanite view) are much larger than the surrounding rocks of the valley of the ancient environment. At a close range the mesh looks great, but when I move a bit further culling…
As mentioned you can vert paint nanite meshes, but you have to "apply" the vert paint which will make every instance of the mesh in the scene take that exact vert paint (any different vertex data breaks nanite instancing between meshes, ie be careful with spline meshes as each segment is not instanced and so on), so if…
wtf is this and how do I make it go away? (it is not the thing with a solution in the video you just thought of) UE 5.3.2 Hardware raytracing is disabled (which is why its not the thing in the aforementioned video) Lumen is enabled Landscape is nanite Virtual shadow maps are enabled It goes away when the landscape is not…
What are the implications of Nanite for procedural generation with blueprints? If we look at environmental design and especially buildings, why would you use for example Houdini to generate large chunks of buildings procedurally, while you can now just use Nanite and Blueprints? Let's take a wall for example. We can just…
I know we're a step closer, but Nanite isn't the death of UVs. Textures still compress better and Nanite works best with virtual textures, which obviously require UVs ergo you shouldn't think of Nanite as the death of UVs. AFAIK Unreal doesn't offer an out of the box way to generate procedural maps. My personal opinion is…
This should be very useful for converting UE4 displacement based stuff, you used but can not anymore in UE5, to Nanite! Would be also interesting trying to convert whole super detailed terrain heightmaps to Nanite. I might try to convert some of my realtime shader generated planets to static Nanite meshes…