It seems that Nanite does not respect bounds extension for the mesh. I’m using it with WPO which I know is still experimental. Since WPO doesn’t update bounds, it’s often necessary to extend the bonds of the mesh to ensure that it doesn’t get culled when it is still on screen. This works as intended on non-nanite geometry but doesn’t seem to do anything on my Nanite mesh. Does anyone know a workaround here?
I also want to know the solution
Not sure if you’ll get this reply, but it seems like nanite doesn’t seem to respect bounds unless you explicity set them… so in my material settings, there’s a number for “max world position offset” - which was set to 0 (which I thought was boundless and do not cull) but when I set it to 1000 it solved the strange culling of polygons that started offscreen that I got when I was using extreme WPO animation.
Also just make sure you’ve got “Evaluate World Position Offset” ticked wherever you can find it, in my case it was in a static mesh spawner in PCG. I think you can find the same checkbox on the actor details if it’s in a level.
I’m using Unreal 5.2.
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