Increasing fallback material quality in cinematic rendering?

Hey all, does anyone know of any cvars to help with the severe reduction on the Nanite fallback materials during cinematic rendering? In UE4 I would’ve forced higher LODs with r.ForceLOD0 but that’s not working here. I’ve tried reducing the fallback reduction but that doesn’t solve the main issue that I’m having, which is that I can’t figure out a way to access the material that is being activated when the mesh falls back.
Below is how it looks in my renders -
FallbackMesh
And here is what these meshes look like in my viewport! Wish I could maintain this.


Any feedback anyone has would be awesome.

Bumping this. Even just advice on accessing the way World Partition loads in farther cells would be very helpful, so I can do testing myself. Or if there’s a game mode that’s better than Movie pipeline gamemode? There are definitely ones where the fallback mesh is worse, but I can’t access those either.

What version of the engine are you on? I don’t remember if they created this CVar in 5.2 or 5.3.

Enable nanite on those meshes then try “r.raytracing.nanite.mode 1”

Also, make sure you’re using Movie Render Queue to render out.

Definitely using MRQ, but that cvar just makes my reflections glitch like crazy. Doesn’t seem to have anything to do with the way that the world partition loads the nanite fallback.
I’ve also implemented r.OptimizedWPO=1 and r.Nanite.MaxPixelsPerEdge=1 which doesn’t seem to have an impact on anything that’s outside of the immediate cell loading area.