Hello!
I need to know how to enable Nanite when I’m running my project in RealTime.
I’ve made an option Widget to enable Nanite. When I run it, I want to enable Nanite by checking that option and disable by unchecking. I’ve been trying to find the Blueprint node to enable it but can’t find any answers. Any help would be appreciated!
Hello @TheUGaming ,
To enable Nanite in Unreal Engine dynamically during runtime using Blueprint, you typically need to toggle the “Support Nanite” option on your Static Mesh components.
Nanite support is tied to the Static Mesh component in Unreal Engine. You can enable or disable Nanite by setting the “Support Nanite” property of the Static Mesh component. Create a Blueprint for your option Widget where you want to toggle Nanite support. Use this node to get the Static Mesh component of the object you want to modify. Use this node to set the “Support Nanite” property of the Static Mesh component.
Test your setup by running your project and interacting with the option Widget. When you check the option, Nanite support should be enabled for the relevant Static Mesh components, and vice versa when unchecked.
Test your setup by running your project and interacting with the option Widget. When you check the option, Nanite support should be enabled for the relevant Static Mesh components, and vice versa when unchecked.
Hi, do you know if this work also with a static mesh imported in runtime or the nanite must be built in the editor?