Can UE5.3 on Linux support Nanite Tessellation?

I add the command in the Engine.ini
r.Nanite.Allowtessellation=1
r.Nanite.Tessellation=1

but the nanite Tessellation in Editor does not work
when I package my project.
There are a lot of error of Nanite Tessellation shader:
LogShaderCompilers: Warning: /home/gao/WorkGround/UnrealEngine53/Engine/Shaders/Private/Nanite/NaniteTessellation.ush(279,50): Shader FMicropolyRasterizeCS, Permutation 81, VF None:
/Engine/Private/Nanite/NaniteTessellation.ush(279,50): error: use of undeclared identifier ‘SplitWorkQueue_DataBuffer’
static const FGlobalWorkQueue SplitWorkQueue = { SplitWorkQueue_DataBuffer, SplitWorkQueue_StateBuffer, 0, SplitWorkQueue_Size };
^

LogShaderCompilers: Warning: /home/gao/WorkGround/UnrealEngine53/Engine/Shaders/Private/Nanite/NaniteTessellation.ush(279,77): Shader FMicropolyRasterizeCS, Permutation 81, VF None:
/Engine/Private/Nanite/NaniteTessellation.ush(279,77): error: use of undeclared identifier ‘SplitWorkQueue_StateBuffer’
static const FGlobalWorkQueue SplitWorkQueue = { SplitWorkQueue_DataBuffer, SplitWorkQueue_StateBuffer, 0, SplitWorkQueue_Size };
^

LogShaderCompilers: Warning: /home/gao/WorkGround/UnrealEngine53/Engine/Shaders/Private/Nanite/NaniteTessellation.ush(279,108): Shader FMicropolyRasterizeCS, Permutation 81, VF None:
/Engine/Private/Nanite/NaniteTessellation.ush(279,108): error: use of undeclared identifier ‘SplitWorkQueue_Size’; did you mean ‘SplitWorkQueue’?

maybe check this Nanite and Displacement/Tesselation? - #40 by YanBo

Thank you very much

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