Improved Solution for Nanite Mesh Issues After Upgrading to Unreal Engine 5.4

Hi everyone,

Previously here, I posted about Nanite meshes breaking after upgrading my project to Unreal Engine 5.4, particularly experiencing rendering issues at certain distances. After further testing, I’ve developed a solution that works consistently:

  1. I duplicated the master masked material used for transparent elements, such as windows.
  2. I changed the original material applied to the main mesh to opaque.
  3. I updated the material instances for the windows to use the duplicated masked material.

This hybrid approach retains transparency for the windows while allowing the rest of the mesh to benefit from Nanite’s performance optimizations.

Let me know if this helps or if you’ve discovered alternative fixes!