Reported by a licensee. More discussion in the linked UDN case. "Sometimes the WorldPartitionBuilderCommandlet will fail after encountering this error:" Error: Assertion failed: HierarchyNodeIndex ...
When the Lit > Actor Coloration > Affects Navmesh or other Actor Coloration mode is used, Nanite meshes apply lighting differently than non-Nanite meshes which can make it difficult to use the Actor ...
The base color is brighter on Nanite meshes than non-Nanite meshes when GBuffer Format is set to "Force 16-bits per channel" (r.GBufferFormat 5) even though the meshes are using the same material. ...
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. ...