In Unreal Engine 5.5, when the terrain system is switched to the Nanite mode, if the camera is moved far away, there will be a situation where parts of the terrain are missing.

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As shown in the figure, the terrain system has switched to the Nanite mode. However, when the camera is moved further away, small patches of terrain will appear, and the edges will gradually fade and be trimmed. If the camera is moved further away, more will disappear. If the terrain can be kept displayed as much as possible or remain unchanged

Hello there @SmallGhost!

Checking around the community, Nanite and Landscapes can be quite an ordeal to manage. This type of issue usually happen when Nanite streaming + culling logic interpretates that the current landscape portions are too small, thus creating the effect you are seeing.

For testing purposes, I recreated a basic nanite landscape setup in a blank 5.5 build, with world partition enable by default, on a single grid terrain (63x63 quads, 8x8 components):

After playing around with different parameters, I managed to recreate the effect you are seeing:

So, let’s cover the values to adjust in order to fix this effect, one by one:

  • In Landscape/Details check for Streaming Distance Multiplier, usually set to 1. If it’s already at 1, increase to 2 or 3, which will force the engine to stream in at higher resolution from further away

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  • Next, for your rendering, look for Desired Max Draw Distance, and set it to a low value (setting it to zero would result in no culling whatsoever, not recommended, but it’s an option)

    UnrealEditor_hwOhVoY9A8

  • For Nanite, ensure that Nanite Skirt is enabled (default value should be at 1, there should be no need to modify it), as this will help hiding any gaps between the mesh (and please remember to hit Rebuild Data after major changes)

  • From your world settings, I would suggest adjusting the Loading Range of your active region, to ensure everything stays loaded on camera

  • Ensure the current value for Nanite pixels per edge is set to its default, and was not changed before. To do so, open the console and type r.Nanite.MaxPixelsPerEdge 1 (increasing this value will generate more gaps in the terrain)

I hope this is useful for your project. And for further reading, please check the UE community resources below:

fyi

if you are on 5.6 there are known issues with nanite and landscapes. if you can upgrade to 5.7, else disregard if you already have..