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.
I am not able to find world outliner how to enable it?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How does TextureRenderTarget2D get TArray<uint8> type data?
How to achieve HLSL Multiple Render Target in Material blueprints?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does UMG set overlapping layouts?
Game Fort nite does not work after the last update
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to properly terminate the DoWork thread function in FAsyncTask?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-239068 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools - HLOD |
---|---|
Affects Versions | 5.4 |
Created | Jan 15, 2025 |
---|---|
Updated | Jan 15, 2025 |