Hello!
I’m currently trying to create a landscape in Unreal Engine. Everything works fine until I enable Nanite Tessellation on the landscape. After that, some Landscape Components are not rendered correctly. I’m using Unreal Engine 5.7.4 on Ubuntu 24.04 LTS with the NVIDIA Open Driver 580.167.08 from NVIDIA’s official repository.
Has anyone encountered this issue before, or can someone help me figure out what might be wrong?
Thanks!
Hello there @donaltrung!
Checking with my peers, the most likely conflict here could be the use of nVidia’s open driver, there have been other cases across the community, with issues tied to Nanite and virtualized geometry. Here’s how I would run a test for it:
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First, temporary disable Nanite on all your components, and save the project
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Switch from open to proprietary nVidia drivers, and reboot your system
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Back on your project, re-enable Nanite across your project
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Then, re-build your Nanite Data, make sure everything still looks as intended in your scene
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Finally, re-enable Nanite Tessellation
I’m very thankful for your support. Here’s what I observed after trying both the proprietary and open NVIDIA drivers:
- The landscape is still not rendered correctly in both cases.
- I enable Nanite (both on the Landscape Actor and in its Material Graph), make any sculpting change to an incorrectly rendered Landscape Component, and then rebuild the Nanite data. After that, everything works correctly—but only for that Landscape Component, not for the others.
- The issue also occurs when I paint manually on a Landscape Component, causing it to render incorrectly. The landscape had previously been painted automatically by a material based on slope and height.
I installed the drivers by following these instructions Ubuntu — NVIDIA Driver Installation Guide .
Maybe I did something wrong, maybe the engine did. I’m only having some lessons on my own about Unreal now.If it can’t be fixed now, that’s okay. I hope there will be a fix in the future
.
Hello again!
Glad to know that progress was made, now we can rule out the driver as a variable here. As for the approach you are using now, sculpt and rebuild, that’s the intended behavior.
Whenever you sculpt on an specific landscape component, it will stay “dirty” until you rebuild Nanite’s data, generating new geo, and incorporating the sculpt changes. Meaning, you can sculpt across all your components, and once you are done, select them all, and rebuild data to apply the alterations.
One extra detail, per your initial screenshot, you are working with WP, so before running any rebuilds, please make sure that all regions you are working with are loaded.
Try switching to the proprietary NVIDIA driver and rebuilding Nanite data. Nanite issues can sometimes be driver-related, especially with the open driver stack. Disable Nanite, change drivers, reboot, then re-enable and rebuild to test.