EU5.6 bug: Scene capture 2d and skeletal mesh with nanite not get animate

UE5.6 crazy bug and took me few hours to find the cause: very easy step to replicate:

  1. create a simple scene
  2. add a scene capture 2d with a Render target
  3. add a skeletal mesh with nanite to the level
  4. set any animation asset to the skeletal asset
  5. play…
  6. ..and no animation

disable the nanite and the animation magically is back :slight_smile:

so now… why the render target and scene capture prevent to see nanite skeletal mesh animated? is something relate to 5.6?

what happen when the 5.7 will be out and we’ll use the new vegetation skeletal mesh with nanite?
is it a bug or is it a feature?
is it happen just to me or i missing something?
is there life in the universe? the answer is yes but just on saturday night..

does nanite supports skeletal meshes? last time i checked it doesnt.

what they’ve done for the demos is actually attaching static meshes to sockets on an invisible skeletal mesh.

some people use wpo on nanite, though that comes with a perf cost, so use wisely.

yes, Nanite is supported on skeletal mesh from 5.5 and above, in the doc says Nanite-enabled mesh can be used with the following Component types:

  • Static mesh

  • Skeletal mesh

  • Instanced static mesh

  • Spline mesh

  • Hierarchical instanced static mesh

  • Geometry collection

  • Foliage painter

  • Landscape grass

It’s just add a scene capture 2d makes them static instead of animated

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oh that’s great news.
hmm i don’t know then. have you checked the bug tracker to see if it’s a known issue? othewise i hope they get to see this post.