When a mesh with multiple sections which point to the same MaterialIndex but have different settings enabled (e.g. bCastShadow is enabled on only one section) is converted to Nanite, the material slots are collapsed (even though they have different settings applied).
Enabling Nanite on this mesh collapses these slots even though they contain different settings and it doesn't seem possible to create multiple sections with the same material slot name on a Nanite mesh, one is always removed when the mesh builds.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-347699 in the post.
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Component | UE - Anim - Mutable |
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Affects Versions | 5.6 |
Created | Oct 6, 2025 |
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Updated | Oct 7, 2025 |