When a nanite-enabled mesh with multiple material slots has a masked material applied, nanite may erroneously cull clusters that are still visible.
1. Create a mesh using multiple materials slots via a DCC. I used three. Using a high-poly mesh makes the culling error easier to see.
2. Import the mesh and build nanite.
3, Assigning a masked material will cause clusters to cull erroneously. I used one with a shader constant of 1 assigned to the opacity mask for ease of testing.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-215526 in the post.
5 |
Component | UE - Graphics Features - Nanite |
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Affects Versions | 5.4.1 |
Fix Commit | 33373285 |
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Created | May 22, 2024 |
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Resolved | May 27, 2024 |
Updated | May 27, 2024 |