There is no indirect lighting for the Nanite sphere and box. (see the screenshot). If disable the nanite compute material ( r.Nanite.ComputeMaterials 0), it will be correct.
It seems there is a bug in LoadBasePassPipeline, the "if (bAllowStaticLighting && SceneProxy->HasStaticLighting())" should be changed to "if (bAllowStaticLighting)"
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
How does UMG set overlapping layouts?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
What method is used to fill polygonal regions when drawing spline mesh at run time?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-218670 in the post.
2 |
Component | UE - Graphics Features - Nanite |
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Affects Versions | 5.4 |
Target Fix | 5.5 |
Fix Commit | 34729007 |
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Created | Jun 25, 2024 |
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Resolved | Jun 28, 2024 |
Updated | Jul 29, 2024 |