Hey guys! I get these super tiny flickery holes only when Nanite is enabled and from a distance on high poly meshes, but I’ve no idea what’s causing it or how to fix it properly.
Some of the things I’ve tried and gave me some results:
-Playing around with the trim relative error.
-Enabling DoubleSided on the material (the issue appears both with and without materials).
Unfortunately both mitigate the issue but are not entirely fixing it. Anyobody got any ideas on what’s going on?
The problematic spots also appear in Nanite overdraw view as white spots.