POST LINK: https://forums.unrealengine.com/t/editor-crash-unhandled-assert-when-changing-blend-mode-on-a-material-assigned-to-a-nanite-static-mesh/2764048 POST BODY:Summary Changing a material's Bl ...
Engine/Shaders/Private/Nanite/NaniteVertexFactory.ush:959LightMapCoordinateInput = GetTexCoord(Cluster, uint3(Verts[0].VertIndex, Verts[1].VertIndex, Verts[2].VertIndex), Barycentrics, LightMapUVInd ...
Fix in UE6: 56133257 This Jira is for 5.8.3 tracking ...
Repro project is available in the additional info URL to save repro time. Disabling Nanite on the landscape, or painting on it (which shows the non-Nanite version of the landscape) reverts the issu ...
Summary When Nanite Tessellation (Nanite Displacement) is enabled on a Landscape in UE 5.7.3, scaling the Displacement value via Multiply nodes in the material graph causes floating terrain ghost a ...
Unlike non-Nanite Skeletal Meshes, Nanite-enabled Skeletal Meshes do not correctly respond to the Show flag passed via ShowMaterialSection(). Consequently, the Isolate checkbox for material slots in ...
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 allocate ...
The issue appears to be caused by a mismatch in the value returned by GetResourceSizeBytes(EResourceSizeMode::Exclusive) between InitResources() and ReleaseResources(). At InitResources(), the repo ...
Nanite Tessellation displacement direction is incorrect for landscapes with non-uniform scales. It seems to use the normal from the unscaled landscape, which can result in the displacement causing t ...
Nanite::BuildShadingCommands() launches two asynchronous tasks: ShadingCommands.SetupTask ShadingCommands.BuildCommandsTask BuildCommandsTask is responsible for modifying ShadingCommands.Commands ...