Missing mesh topology Nanite

Greetings. I’m having touble with one of my meshes for a game project. We are using nanite for this project and whenever I out a materia lfor the screen of the atm I worked on the mesh looks like it lost topology to it but on other meshes this problem doesnt appear. Anyone has an idea how and why this happen?


At the top image is the mesh with all the materials assigned but the glass

And this is how it looks whenever I add a material to it

If a static mesh has any materials that use an unsupported shading model for nanite (aka glass, cloth, translucency, etc), nanite gets disabled for the entire mesh. You’ll have to break out the glass into it’s own mesh and use a blueprint to combine them into one asset.

Also that’s a ton of materials for one asset, you should really try to keep the number of slots down, it adds drawcalls.