Description

When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual artifacts and normal issues.

Steps to Reproduce

1. Download the Licensee's test project and open (see addl info URL)

2. Open the map "/Game/HLOD_TestNanite_Issue"

3. Using the World Partition tool, unload all regions

4. Execute the console command "BugItGo -18190.372095 140821.292539 91964.895908 -30.399899 -1158.598195 0.000000"

5. Set the camera FOV to 15.0 degrees

6. Observe the distant rocks. Observe the black areas, and areas that look streaked and translucent. This is the Approximate HLOD layer.

7. Move slightly closer. "BugItGo -10541.722115 104215.031283 72199.502306 -30.399899 -1158.198195 0.000000"

8. Observe the rocks do not have the previous issues. This is the Merged HLOD layer.

Observing the low-detail geometry in RenderDoc

9. Repeat step 4

11. Select the rocks from the Approximate HLOD.

12. Make sure the details panel is visible, and the "Build HLOD" button is on screen.

10. With RenderDoc attached, execute the console command "r.RenderCaptureDraws 1"

11. Immediately click the "Build HLOD" button.

12. When RenderDoc opens, open the dropdowns for any of the "SceneRender - ViewFamilies" events, find the Nanite Base pass, the pass "MI_sddxS".

13. Observe the geometry it used to render the rocks is very low resolution in the Texture Viewer

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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-366235 in the post.

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Unresolved
CreatedFeb 17, 2026
UpdatedFeb 17, 2026
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