When the static mesh tree (brought in thru USD/FBX) is converted to Nanite - the tree thins, or rather visually thins - the thinner branches and/or leaves do not render in the viewport and go missing - sometimes ending mid-branch.
When the static mesh tree (brought in thru USD/FBX) is converted to Nanite - the tree thins, or rather visually thins - the thinner branches and/or leaves do not render in the viewport and go missing - sometimes ending mid-branch.
In my investigations into this issue, I used a Quixel BlackAlder tree which I found on the marketplace. I exported the tree to both FBX and USD, and then re-imported it back into the engine. In both instances, when the tree meshes had Nanite enabled, I was able to recreate the thinning / missing parts of the tree issue that they were describing. However, if I just converted the original Quixel UAsset without export - it had no issues.
I have setup a project file with the original Quixel tree, and example of the USD and FBX export/imports and the original files.
[Link Removed]
The project has the following levels under /Game:
The project directory contains a FBX and USD directory containing the exported versions of the tree.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-150893 in the post.
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Component | UE - Graphics Features - Nanite |
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Affects Versions | 5.1 |
Target Fix | 5.6 |
Created | May 3, 2022 |
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Updated | Oct 18, 2024 |