Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when the meshes are nanite-enabled, as they would all share an outline around the silhouette of all the meshes, rather than individually. Likely due to the depth pass ordering in NaniteEditor.cpp.
Licensee provided example UASSET of BP with nanite meshes to test with. Repro steps:
1. Create BP actor with multiple static mesh components with nanite-enabled meshes, placed close together.
2. Place BP in a blank scene.
3. Try to select an individual static mesh component and observe that the editor highlight does not change to an individual highlight.
4. Disable nanite for the meshes, and try selecting again, observe that it does show individual highlighting for each selected mesh component.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-213587 in the post.
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Component | UE - Rendering Architecture |
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Affects Versions | 5.4 |
Target Fix | 5.6 |
Created | Apr 30, 2024 |
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Updated | Sep 5, 2024 |