I just ran into the exact same issue where WPO is going completely crazy. I use grass types in the landscape material with nanite enabled. Any news on a solution?
None from me yet, unfortunately…
I’m just disabling nanite on landscape grass meshes for now until I hear about a solution
Same here. UE5.2. Doesnt work with Nanite foliage.
I was able to get them to appear in 5.3 (nanite enabled) but disabled them until I could play around so I don’t know much more than that.
I’ll update this post in a bit as I can try this quickly once I get my scut-work done…
EDIT
It seems to be working, well-enough, and with WPO.
I DID HIT THIS, FYI: How to Improve Texture Streaming GPU performance in UE5 over 20% increase on GPU memory [Solved] - #6 by Shabayek841
I solved my issue by disabling global illumination entirely. I had screenspace (beta) as my initial setting which got me down to like 2fps and OOM notices.
I took the thatching-grass right out of Bridge, and in the default material, set the WPO-option/switch for EnableGrassWind:

Using these settings:
Yes, the grass moves.
Performance is not as poor as I was expecting. I’m normally getting ~58ish on that scene. 4k on an i9-9900 @ 3.6GHz + 2060 RTX w/6GB so it’s costing me ~8 frames for that density. I would hope for more out of nanite (far as the eye can see?) but I also understand as a 1st-gen raytracing card the 2xxx series is somewhat lacking, particularly since mine is a budget-card.
So, performance aside, it looks like game-on!
Hello here !
Reviving an hold post here, giving an answer in case someone is having this problem again.
Working with Unreal 5.5 right now, if you have a static mesh already referenced in the grass mesh slot of your LGT, and, you activate nanite on that mesh, it will disappear.
To fix that, you just have to unplug the staticmesh, save, close the LGT, open it again and reference the static mesh with nanite activated, and then, your geometry should appear correctly.
Cheers !


