Hello there,
I am curious as to whether or not UE5’s Nanite works on Niagara’s mesh particles. It’s technically two questions:
Can Nanite render super high polygon mesh particles emitted from Niagara systems?
Does Nanite have any effect on the processing load of a high particle count? For example, does Nanite make rendering millions of particle billboards easier on the hardware?
If you only need a couple, but want them in your particle system. You could try using the custom component renderer. But it might give bad performance, especially on spawn.
On the other hand all nanite meshes should still be one draw call.
Haven’t tested it but see no reason why it shouldn’t work.
Thread: If you would like to export nanite particle locations using the new 5.2 'generate locations" you can take that list/array of transforms and batch feed it into an ISM/Instanced Static Mesh with a Nanite Enabled Mesh, you can do this each frame without any real impact, as long as the particle/instance count REMAINS THE SAME.
Then just apply “Batch Update Transforms” each frame to that ISM, using the data from Niagara.
Cheers