Is GPU lightmass supposed to work with Nanite?

Yep, as soon as I ‘De-Nanitise’ a mesh it gets the indirect shadowing back from the volumetric lightmap. Guess at the moment it is just a case of experimenting and seeing what Nanite can and can’t do. I’m hoping I can find a decent workflow that allows my game to use both Lumen and baked lighting for those with weaker systems…

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