In 5.4.3, a nanite enabled mesh with a material that takes its vertex color (R) and uses it as the opacity mask output in a masked blend mode material, causes the mesh to have disappearing polygons ...
NaniteBuilder uses an int8 type for ExternalEdges and counts adjacency with a int32. The bug stems for the cast to int8 when adding the adjacency count into the ExternalEdges array. The precision l ...
When a nanite-enabled mesh with multiple material slots has a masked material applied, nanite may erroneously cull clusters that are still visible. ...
Nanite meshes marked Hidden in Game do not have selection outlines in the editor. ...
Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...
AMD RX 6800 XT driver appears to hang (or take a very long time) in the PSO creation of the FInstanceCullVSM_CS shader when using Nanite primitive filtering NOTES:Issue can be worked around by addi ...
Nanite custom depth rendering doesn't "de-jitter" the view parameters for custom depth rendering when r.CustomDepthTemporalAAJitter is set to 0. This was discovered by a licensee and reported via U ...
This behavior is inconsistent with the behavior of non-nanite meshes, which receive light and cast shadows only from lights in the same lighting channel. [Image Removed] ...