This is an upper wall for a house I’m building using UE5.2.1 modeling mode.
After enabling Nanite on the above mesh it added what looks like a flat plane that was not part of the original mesh. Pictured below.
I deleted it and tried to make another one without the materials applied just in case that was causing the problem.
As you can see from the test mesh its still adding a large triangle accross the window hole. If I’m up close to this mesh it looks normal if I back away it looks like the picture.
I have succesfully managed to enable nanite on the lower walls with a window and door hole Pictured below and backed away without issue.
Personally puzzled as to why it works on one set of walls but not others.
Any assistance would be appreciated in trying to figure out what has happened here.
This appears to be completely random, Its happened again Picture below
Wall on the right geommetry added to the window.
Hey there @MooseGiblets! Nanite can get very finicky at low poly counts and the modeling tools like to have relatively lower polycount, so I believe this is one such case! Could you take a look at the mesh edges? If it doesn’t have many faces, you won’t get any benefit out of the mesh being nanite anyway.
The wall on the left is the original the inside of the window has 8 edges and four faces, The wall that was converted to nanite is 1 face, not sure if that’s normal
No 1 face is odd and probably why your getting the triangle, but also for meshes like this with such low poly count nanite doesn’t really bring any value? Your not saving any resources making these nanite unless your going to spawn thousands of modular houses with it. Even then I am not sure its a big savings. Nanite is really only worth enabling when your polycounts go up. I had this happen early on with nanite and usually I was able to fix it with just careful modeling adding loops around windows, chamfering edges. It just often gets confused with low poly stuff.
Thank you for you’re input @rkennedyzz and @SupportiveEntity I think for the time being I will disable nanite on these meshes since you both say I’m not gaining anything resource wise. I will however keep experimenting with nanite on other things I’m building.
No problem! For any mesh with lower poly counts, feel free to enable the nanite visualizer and how the faces change. For low poly meshes you may never get any of the reduction features nanite pulls off. Even with somewhat closer to mid poly assets you only see tiny gains. For example, the default rock that comes in the UE starter assets won’t be affected at all. Best use case for nanite is for scanned assets, really detailed sculpts, or extremely high detail models that you just don’t want to reduce. There’s no harm in using it at mid poly, but you also reap few of the benefits of the system. Glad to help!
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