Nanite displacement/tessalation not working in Unreal Engine 5.3 update

On the new 5.3 update, my end point node doesn’t have a displacement option when I created a new material.

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Okay. After a bit of frustrated sleuthing, I have finally found the answer. Here is what you have to do:

  1. I found this bit of code from a YouTube tutorial from AaronFhd ( Unreal Engine 5.3 Preview Nanite Tessellation - YouTube. So you have to enter these two lines of code in the defaultengine.ini file in the folder where you installed UE 5.3. You should be able to search for that exact filename if you can’t find it right away. It is a text file.
  • In the script, under where it says [/Script/Engine.RendererSettings], enter these two lines of code directly beneath with no indentations or spaces:

r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1

  1. Now when you start Unreal Engine, you should have the Displacement input node on your Material Output node.

  2. Remember to enable nanite for your landscape or mesh to which you want to add the material, and Build Data.

After UE builds the nanite data, the displacement will appear on your mesh. Keep the magnitude to a value between 0 and 1. The smaller the tiling scale of your material, the lower you want to keep the displacement magnitude.

Also, this doesn’t appear to work for Material Instances, and every time you adjust your displacement settings, you will have to rebuild the nanite data.

I hope this helps and that it works for you.

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Hi, @CropCircleXO ,

Where is the correct DefaultEngine.ini file? I can find it in my projects under Configure folder, but when I search in my Explorer in the UE_5.3 install folder, it comes up with a slew of options:

Hey there MisterBananaPant. Sorry for the late reply. Each of your projects has its own Default Engine configuration file, which is why you are getting so many search results.

If you go to your Epic Launcher, click on the tab that says Unreal Engine, go to your Project Library and then right-click on your project, there is an option to “Show in folder.” When you click that option from the pull-down menu, it will bring you to your project folder. From there, it will be in a folder called “Config” and the file is “DefaultEngine”. The screenshots below will show you how to find the file.

Show in folder

Config

Default Engine

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Hi guys, I have a question about the same, but in my case displacement doesn’t work properly in a built project, but inside the editor everything’s fine.



In editor:

The material is extremely easy:

And if I disconnect the displacement node, the problem is solved, but I need this displacement.

Any idea, why is this happening?

no one seems to know. or want to know
how can this be missed by so many users?

is it only AMD users?

this is dumb and consuming way more time than it should

DOES IT WORK

NO

when it does work. its either preset on a asset like “rural australia” megascan.
and the value is. 0 or 1. on or off. no scale no other changes.
and if u try to use lumen for GI even on an empty project i get crash out of memory after 20-60 seconds. BLANK PROJECT!

It is not AMD only mate, I have Intel and still the same.

what GPU ?

You have to write this
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
on the DefaultEngine file, not in the console.
Now in 5.4 this issue its gone but in my pc isnt idk why. i create different projects from different templates and nothing…

I have some wired issue. desplacement is working fine but nanite mesh doesn’t showing. I’ve enabled nanite mesh. but doesn’t working.

GPU : Itel Arc 750 8GB