Nanite enabled skeletal meshes don't work with materials containing a vertex color node. The vertex color material does work for non-Nanite skeletal meshes and Nanite-enabled static meshes. ...
If "bDoFastBuild" is enabled on a Static Mesh asset, in-editor it will never be able to have Nanite data built for it, preventing the Static Mesh from using Nanite. There is no way to fix this issu ...
When a material that uses BumpOffset is fed into the Emissive Color of Surface Opaque Default Lit material and then applied to a nanite mesh, a visible seam can be seen along edges and the intersect ...
Nanite Skeletal Meshes will always invalidate VSMs, even with their Shadow Cache Invalidation Behavior set to Rigid. This does not match the behavior of non-Nanite Skeletal Meshes. ...
In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...
When a Nanite skeletal mesh has a virtual bone the engine can crash when changing LODs ...
The GPU may time out in NaniteSplit when drawing VSM shadows for Nanite Tessellated landscape with in a scene with several local shadowed point lights. The issue doesn't reproduce in 5.6, likely to ...
The value of MaterialExpressionTwoSidedSign is flipped when calculating the Opacity Mask for Nanite meshes. This seems to be a regression in 5.5. ...
Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...
This code worked until UE5.4. NaniteResource added in 5.5 causes this issue. ...