Nanite tessellation, only supports calculating displacement in local space and everything gets scaled with the object scale, which is often undesirable. If the camera enters inside the area allocated for a nanite meshes displacement the culling breaks down. When objects are scaled, this area can get quite large.
Steps to Reproduce
Expected
Nanite culling works like it does when outside the displacement area
Actual
Nanite culling breaks and triangles are incorrectly culled
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-369126 in the post.
| 0 |
| Component | UE - Rendering - Graphics Features - Nanite |
|---|---|
| Affects Versions | 5.7 |
| Created | Mar 9, 2026 |
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| Updated | May 15, 2026 |