Nanite mesh polygons disappearing when using masked opacity with vertex color in 5.4

UE - Graphics Features - Nanite - Jul 24, 2024

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 ...

Integer overflow in NaniteBuilder can lead to an editor crash on certain meshes

UE - Graphics Features - Nanite - Jul 10, 2024

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 ...

Nanite compute materials don't work with VolumetricLightmap

UE - Graphics Features - Nanite - Jun 25, 2024

Masked materials on Nanite meshes with multiple material slots causes erroneous cluster culling

UE - Graphics Features - Nanite - May 22, 2024

When a nanite-enabled mesh with multiple material slots has a masked material applied, nanite may erroneously cull clusters that are still visible. ...

HiddenInGame issues with Nanite enabled meshes

UE - Graphics Features - Nanite - May 15, 2024

Nanite meshes marked Hidden in Game do not have selection outlines in the editor. ...

Cracks in Nanite Tesselated Landscape

UE - Graphics Features - Nanite - May 13, 2024

Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...

AMD PSO creation causes hang in SceneCapture2D with Nanite + ShowOnly primitives

UE - Graphics Features - Nanite - Jan 16, 2024

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 is missing support for r.CustomDepthTemporalAAJitter=0

UE - Graphics Features - Nanite - Dec 14, 2023

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 ...

Nanite cast shadows from all lights, regardless of lighting channel configuration

UE - Graphics Features - Nanite - Dec 4, 2023

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] ...