When the Lit > Actor Coloration > Affects Navmesh or other Actor Coloration mode is used, Nanite meshes apply lighting differently than non-Nanite meshes which can make it difficult to use the Actor Coloration if you rely on the color being the same to determine if, for example, a mesh affects the nav mesh or not.
For example, this screenshot shows the L_Expanse level in Lyra and all the Nanite meshes in the top half do affect the navmesh, but the lighting causes them to appear almost like the fog and not like the non-Nanite meshes in the bottom half.
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This is what the difference looks like in a simple level with 3 meshes. The first mesh is non-Nanite and affects the navmesh, the second mesh is also non-Nanite but does not affect the navmesh and the third sphere mesh is Nanite and does affect the navmesh.
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And the relevant RenderDoc passes
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Expected
Both of the meshes have the same color and lighting
Actual
The non-nanite mesh is dark because it uses the engine's LevelColorationLitMaterial and draws to the GBuffer but the Nanite mesh is much brighter and lit because it is drawn without lighting and then additional post-processing appears to be happening after the Nanite debug visualization draw function, RenderDebugViewMode, in NaniteVisualize.cpp, draws the mesh with the primitive color.
The same shading differences exist in of other Actor Coloration modes.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-222761 in the post.
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Component | UE - Graphics Features - Nanite |
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Affects Versions | 5.4.3, 5.4.4 |
Target Fix | 5.5 |
Fix Commit | 35981664 |
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Created | Aug 28, 2024 |
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Resolved | Sep 3, 2024 |
Updated | Sep 10, 2024 |