We have a level with foliage meshes that has been placed via the foliage system. We want to place these into HLOD Layers so that we can disable nanite, and thus enabling the imposter LODs at a distance.
I have a dedicated HLOD layer for foliage, and all the foliage actors are set to use that HLOD layer. This all works as expected except for the fact that while the HLOD layer has "Disallow Nanite" set to "True", the meshes do not show their nanite fallback mesh. They also show up green in the nanite mask view.
1. In a WP world, use the foliage tool to paint a nanite enabled mesh.
2. Generate HLODs with the HLOD setting "Disallow Nanite" enabled.
3. Inspect the HLODs and notice nanite is enabled by using the Nanite view modes.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-239068 in the post.
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Component | UE - World Creation - Worldbuilding Tools - HLOD |
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Affects Versions | 5.4 |
Target Fix | 5.6 |
Fix Commit | 39962968 |
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Created | Jan 15, 2025 |
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Resolved | Feb 12, 2025 |
Updated | Feb 14, 2025 |