can you use hlods with nanite?

Can you use hlods with nanite? When i generate a nanite checked on hlod it stays visible and never vanishes…

In fact I made a test. If i created a box somewhere else and replaced my hlod with that mesh(i did this as nonnanite so the mesh disappears with distance)… the original nanite meshes still render. The editor claims the draw calls drop to 4… but all the original meshes are still visible so that cannot be a true and accurate reading.

yea what is going on here? it doesn’t seem to be working

have you fixed it?

nope. Im assuming nanite meshes are always loaded no matter what unless you unload them out of memory and replace that area with an hlod via the world partition… At least that is my theory… untested.

From what the paper says about nanite, thats by design.

Since what is visible on screen is (supposedly!) the only thing rendered, then there is no need to expressly disable or change anything.

You can test this (and prove that Nanite doesnt work like they claim it does?) By using freeze rendering and panning the camera around.

  • thats assuming that nanite responds to freeze rendering though…

problem is i have non nanite glass windows mixed in with the nanite geometry… which adds a lot of draw calls … Kind of a pain to pick and choose.