LOD0 for some Nanite Skeletal meshes is used for ray tracing scenes on some platforms because some FSkinnedSceneProxy are incorrectly considered "always visible"
Expected
The LOD used for Skeletal Nanite Mesh BLAS in the raytracing scene is not LOD0
Actual
The LOD used for some of the meshes on console (maybe Windows) is LOD0 due to how bAlwaysVisible is calculated for FSkinnedSceneProxy resulting in more memory used and longer GPU times.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-238754 in the post.
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Component | UE - Graphics Features - Nanite |
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Affects Versions | 5.5.1, 5.5 |
Target Fix | 5.6 |
Fix Commit | 39190083 |
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Created | Jan 13, 2025 |
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Resolved | Jan 14, 2025 |
Updated | Jan 28, 2025 |