This behavior is inconsistent with the behavior of non-nanite meshes, which receive light and cast shadows only from lights in the same lighting channel.

[Image Removed]

Steps to Reproduce
  1. Create an empty level
  2. To that empty level add a non-Nanite mesh, and place a Nanite mesh in front of it
  3. Set the Non-nanite mesh to Lighting Channel 1 only
  4. Create a new spot light, and set it to Lighting Channel 1 only
  5. Point the light at the nanite mesh
  6. Observe that the nanite mesh is casting shadows from the spotlight onto the non-nanite mesh behind it 

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-201765 in the post.

Login to Vote

ComponentUE - Graphics Features - Nanite
Affects Versions5.45.3.2
Target Fix5.5
Fix Commit31393444
CreatedDec 4, 2023
ResolvedMar 18, 2024
UpdatedMar 20, 2024
View Jira Issue