There seems to be an issue with how Nanite tessellation and Landscape interact with two sided landscapes. When the camera's near clipping plane is past the landscape's surface the displacement of the tessellated triangles does not properly work function, ending up in visual artifacts.
From the video in the [Link Removed], the licensee provided two quick workarounds, which I have also confirmed from my end:
1. Manually set DisplacementMax = 0.0f in NaniteSplit.usf
2. Set the near clip plane to r.SetNearClipPlane 100
1. Open the attached project ([Link Removed])
2. Load into the map TessellationMap
3. After loading in look up towards the sky
4. Observe artifacts of the displaced geometry incorrectly projected
5. Additionally open stat gpu and observe the NaniteVisBuffer pass take up a lot of time
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-232188 in the post.
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Component | UE - Graphics Features - Nanite |
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Affects Versions | 5.5 |
Target Fix | 5.7 |
Created | Dec 4, 2024 |
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Updated | Dec 11, 2024 |