Nanite mesh is not culled because "DrawInGame" value in the primitive uniform buffer is always 1.
Can be fixed with below modification:
// in FPrimitiveSceneProxy::FPrimitiveSceneProxy DrawInGame &= !InProxyDesc.IsHidden(); // change to DrawInGame &= !InProxyDesc.IsHidden() && !InProxyDesc.bIsOwnerEditorOnly;
result: regular static mesh is hidden in viewport while nanite mesh not
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-210913 in the post.
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Component | UE - Graphics Features - Nanite |
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Affects Versions | 5.4 |
Target Fix | 5.8 |
Created | Mar 29, 2024 |
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Updated | Sep 29, 2025 |