Description

Additional information: 

  • only happens when all three conditions are true: the camera is very close to the character, the MH is Nanite, and a scaled mocap animation is applied
  • material is opaque, shows no issues when on a static mesh
  • using DX12
  • RT shadows are off
  • tessellation/displacement doesn't affect the issue either way
  • issue visible in MRQ output as well as in viewport
  • using only LOD 0 (no extra LODs)
  • preserve area and enabling preserve tangents help the issue, but do not resolve it
  • fallback error to 0 and different precision bitrates don't affect the issue
  • this occurs on MH that have split the eyes from the skin, and are not using any extra LODs (only LOD0)
Steps to Reproduce
  1. Set MetaHuman asset to use Nanite
  2. Scale neck bone in animation (user reported doing so via mocap retargeting)
  3. Apply anim to MH
  4. Move the camera close to the MH
  5. Observe missing triangles present in both Viewport and MRQ exports

Please see linked UDN for more info and troubleshooting steps taken thus far.

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Unresolved
ComponentUE - Graphics Features - Nanite
Affects Versions5.5
Target Fix5.6
CreatedFeb 19, 2025
UpdatedMar 7, 2025
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