Hello,
We ran into this issue with some very large distance meshes where the UVs will get distorted with Nanite enabled the further you move away, until large chunks of the texture are just a solid color.
Setting Minimum Residency to Full in the Nanite Settings seems to help a bit but it still ends up looking like a dumpster fire from where it’s supposed to be viewed from.
Disabling Nanite and enabling Full Precision UVs fixes any related issues so it’s not a buggy mesh from what we can see, in fact it only happens to every one of our more complex distance meshes that have trees on them which adds a significant amount of triangels. Could it be a complexity/scale accuracy issue with Nanite?
Here is a video: