Description

When a nanite-enabled mesh with multiple material slots has a masked material applied, nanite may erroneously cull clusters that are still visible.

Steps to Reproduce

1. Create a mesh using multiple materials slots via a DCC. I used three. Using a high-poly mesh makes the culling error easier to see.

2. Import the mesh and build nanite.

3, Assigning a masked material will cause clusters to cull erroneously. I used one with a shader constant of 1 assigned to the opacity mask for ease of testing.

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Duplicate
ComponentUE - Graphics Features - Nanite
Affects Versions5.4.1
Fix Commit33373285
CreatedMay 22, 2024
ResolvedMay 27, 2024
UpdatedMay 27, 2024
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