My nantie mesh becomes lowpoly if attached to a spline?

as you can see, the one on the left is the mesh created by the BP (Add Spline Mesh),
and the one on the right is the original nanite mesh which has a bunch of triangles.
i don’t know why, the created mesh has very less triangle?
how to fix it?
btw, because i created this mesh with a displacement map, which means i can’t control the map’s tilling on it, or the map won’t match to the mesh surface. is there any good way to solve this?

thanks guys.

Nanite doesn’t support spline deformations, so it is using the fallback mesh nanite generates. You could use a spline to deform the mesh with nanite disabled, then convert that spline mesh into a static mesh, and then turn nanite back on. But of course you’ll lose the ability to iterate or change the deformation without starting over.

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thanks so much for the reply.
how can i convert a deformed mesh into static mesh? which option or tools? a feature inside the modeling panel?

Right click the asset in the level > merge actors. Or Window > Developer tools > merge actors.

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thanks!

this is a solution, but,
after trying i found that the high-poly mesh that the spline generated, will freeze the merging process. my spline generated about 8 new meshes, and the merging always stuck there…

I made this tool some time ago
Maybe it can help