Hi, we have been exploring Nanite on SkeletalMeshes in our project, but we noticed that unlike Nanite Staticmeshes, there is no current implementation to force a particular SkeletalMeshComponent to use a Nanite fallback mesh. It looks like bDisallowNanite for example is a flag that only exists on UStaticMeshComponent.
As we sometimes use the same skeletalmesh with translucent materials assigned (for example for building ghosts or scanning effects), it would generally simplify our setups a lot of we could lean in to forcing fallback meshes in these situations. We rather not go down the route of having a duplicate non-nanite version for each nanite skeletalmesh for example.
Are there any plans to bring the concept of nanite fallback meshes to Skeletalmeshes, or is there potentially already a CL available on more recent builds that we can tap into?
Thank you for looking into this!
Kind regards,
Mark Verkerk