Description

[Image Removed]

Steps to Reproduce
  1. Create a new material, and create a material which uses absolute world position divided by some value to drive the UVs of a texture sample. Apply this to one Nanite and one non-Nanite mesh in the scene.
  2. Duplicate that material, and insert a TruncateLWC expression immediately after the Absolute World Position node
  3. Apply this material to another nanite and non-nanite mesh in the scene
  4. Activate the View Mode -> Optimization View Modes -> Material LWC Function Usage
  5. Observe that the non-nanite meshes show differing values in the display, while the Nanite meshes show the same value.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-313864 in the post.

0
Login to Vote

Unresolved
Affects Versions5.55.6
CreatedAug 15, 2025
UpdatedAug 15, 2025
View Jira Issue