''Holes'' in mesh when using nanite

I’m having this issue when using nanite on specific meshes where it creates holes in my static meshes. It seems to happen only from a distance. I tried to put the fallback target at 0, or using Percent Triangles at 100 but nothing seems to work. It’s basically only a subdivided plane but it’s fairly dense in amount of tris so maybe that’s not helping.

I have same problem on trees (Megascan trees), if nanite is enabled on the mesh of the tree, they get black holes on the tree trunk when viewed from distance, the holes disappear when player moves closer to the trees.