Hi all,
I hope this isn’t repeating queries, but does LGPU use Nanite Fallback meshes, or the full-detail Nanite mesh itself when baking?
Right now, Epic’s GPU Lightmass uses fallback meshes, which means you have to over-crank the fallback mesh’s detail to reduce artefacts. Which sort of breaks the point of a fallback mesh.
If LGPU can use full-detail Nanite, I’ll definitely be switching over