When geometry collection is set as nanite, there is no non-nanite render data cooked.
This means that there is no fallback if the cooked build uses r.nanite 0.
This used to work with some code workaround before UE5.3 because non-nanite render data could be generated at runtime in cooked builds. Since UE5.3 we expect all render data to come from the cooked data.
Open TN-ChaosFractures in QAGame
Select the GC_Column_01 (1B in the scene)
Open the Rest Collection asset
Check "Enable Nanite" on the asset settings
Look at the scene you will see the component, the shading will have changed due to the material not being well setup for nanite, but ignore that.
Now do console command: r.nanite 0
Observe that the column is no longer shown in non-nanite view
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
What property of the Slider is the image used when dragging?
What properties of the progress bar can be used for drag and drop highlighting?
Why is the ProceduralMeshComponent not drawing a face?
How do I change the rotation matrix of the camera by the direction of the vector?
Is it correct to delete the uobject element of array?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-202340 in the post.
1 |
Component | UE - Rendering Architecture |
---|---|
Target Fix | 5.5 |
Fix Commit | 36439765 |
---|
Created | Dec 11, 2023 |
---|---|
Resolved | Sep 19, 2024 |
Updated | Sep 26, 2024 |