Regression: Nanite Foliage is a new feature in 5.1, so this issue is not reproduceable in 5.0. Notes about this new support can be found under Nanite Improvements in https://docs.unrealengine.com/5.1/en-US/unreal-engine-5.1-release-notes/
The single placed static mesh in the level should display the expected behavior before and after enabling Nanite on it. Disabling Nanite reverts the foliage back to how it is expected to look.
Actual Result: Foliage cubes rotate around the foliage origin, rather than the cube origin.
Expected Result: Foliage cubes and static mesh cube all rotate about their origins properly.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
How can actor's procedural mesh component variables translate positions with acotr?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-170481 in the post.
4 |
Component | UE - Rendering Architecture - Materials |
---|---|
Affects Versions | 5.1 |
Created | Nov 17, 2022 |
---|---|
Updated | May 30, 2024 |