Description

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; 
Steps to Reproduce
  1. Add a nanite mesh into level and check "Is Editor Only Actor" in actor detail panel
  2. Add a regular mesh into level and check "Is Editor Only Actor" in actor detail panel
  3. press G to enter Game view

 

result: regular static mesh is hidden in viewport while nanite mesh not

 

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Unresolved
ComponentUE - Graphics Features - Nanite
Affects Versions5.4
Target Fix5.8
CreatedMar 29, 2024
UpdatedSep 29, 2025
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