City Sample Vehicle meshes are NOT Nanite enabled and look low-poly when converted.

I just downloaded the CITY SAMPLES VEHICLES pack from the Marketplace, and I noticed that only the vehicle meshes with-no-wheels are Nanite enabled. The Mesh with the whole vehicle is not.
When I do enable Nanite, they end up looking low-poly. (see screenshots below) - any info on how to convert them properly would be helpful. (I just need the mesh - don’t need all the extra’s that come with the BP.)

Original Vehicle - no Nanite:

Converted to Nanite:

Not sure why you’re having this issue, but the reason nanite is not enabled on vehicles with wheels is because the chassis of the car is effectively static, but the wheels are not. Therefore with nanite, you should use a separate wheel mesh and chassis mesh.

Normally cars are made from skeletal meshes, which nanite does not yet support. This allows them to have moving parts in one mesh. Technically you can use vertex animation (World Position Offset) to animate nanite meshes, but this makes them less efficient to render. Instead, it’s better to build them out of multiple meshes that can then move independently. This might change in the future though.

OK, that makes sense - thanks for the reply!
I was just using a few of these for a cinematic I’m working on (cars are static in scene) and was looking to try to make my scene as performant as possible. Maybe what I’ll do is chop the wheels off the good mesh and put them on the Nanite body mesh. Nobody’s going to drive them anyway. :grin:

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