Description

Regression: Nanite Foliage is a new feature in 5.1, so this issue is not reproduceable in 5.0. Notes about this new support can be found under Nanite Improvements in https://docs.unrealengine.com/5.1/en-US/unreal-engine-5.1-release-notes/

The single placed static mesh in the level should display the expected behavior before and after enabling Nanite on it. Disabling Nanite reverts the foliage back to how it is expected to look.

Steps to Reproduce
  1. Create a new Template project
  2. Duplicate the Cube static mesh and paste it in the Content folder
  3. Create a new material
  4. Set Base Color to a Constant Vector 3 of any value
  5. Set Roughness to a Constant of any value
  6. Create a RotateAboutAxis node and connect it to World Position Offset
  7. Create a Constant 2 with X and Y being 1, and connect it to Normalized Rotation Axis
  8. Create a Constant with a value of 0.2 and connect it to Rotation Angle
  9. Create a Object Pivot Point node and connect Object Pivot Location to Pivot Point
  10. Create a World Position node and connect it to Position
  11. Apply the material to the copied static mesh
  12. Create a new Static Mesh Foliage with the cube as the Static Mesh
  13. Paint some foliage in the level
  14. Drag a separate instance of the static mesh into the level
  15. Enable Nanite on the static mesh

Actual Result: Foliage cubes rotate around the foliage origin, rather than the cube origin.

Expected Result: Foliage cubes and static mesh cube all rotate about their origins properly.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-170481 in the post.

4
Login to Vote

Backlogged
CreatedNov 17, 2022
UpdatedMay 30, 2024
View Jira Issue