Description

LOD0 for some Nanite Skeletal meshes is used for ray tracing scenes on some platforms  because some FSkinnedSceneProxy are incorrectly considered "always visible"

Steps to Reproduce
  1. Download the NaniteSkeletalMesh.zip from the Additional Info URL
  2. Open the MultipleSKs_Nanite level on Windows and console

Expected
The LOD used for Skeletal Nanite Mesh BLAS in the raytracing scene is not LOD0

Actual
The LOD used for some of the meshes on console (maybe Windows) is LOD0 due to how bAlwaysVisible is calculated for FSkinnedSceneProxy resulting in more memory used and longer GPU times.

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Fixed
ComponentUE - Graphics Features - Nanite
Affects Versions5.5.15.5
Target Fix5.6
Fix Commit39190083
CreatedJan 13, 2025
ResolvedJan 14, 2025
UpdatedJan 14, 2025
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