Could you share more info on these technical reasons that make you want to stay away from Nanite for that game? We made this step because our mid/long term vision is that everything is Nanite in platforms that support it (which means we intend to expand its support to areas where it is not complete like translucency, etc). Providing two different code paths and embracing people go for non Nanite one would be a big pain in the future, given that we want to guarantee forever asset compatibility in UEFN. I empathize with your fears though, and would like to understand the underneath issues better to see if there are more blind spots that need to be handled. We are confident this will not be an issue very soon and will do our best to reach that point as soon as possible.
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