“Enable Nanite” along with “Enable Nanite Fallback” on a Geometry Collection asset prevents Geometry Collection Actor from receiving Physics updates.
The behavior is same in PIE and in a packaged build on any platform.
“Enable Nanite” along with “Enable Nanite Fallback” on a Geometry Collection asset prevents Geometry Collection Actor from receiving Physics updates.
The behavior is same in PIE and in a packaged build on any platform.
Steps to Reproduce
1. Open Content Examples project
2. Open map "/Game/Maps/Physics/Physics_Destruction.umap
3. Observe the blue fracturable box under the display “Fracture & Clustering” in the Intro Hall, “GC_ChaosPrim_Cuboid_Convex”
4. Observe that it’s asset “/Game/ExampleContent/Destruction/Modules/ChaosPrimitives/GC/GC_ChaosPrim_Cuboid_Convex” is not using Nanite
5. Play PIE, approach the display’s button, and press “E”
6. Observe that the geometry fractures as expected
7. Stop PIE
8. Modify the asset “/Game/ExampleContent/Destruction/Modules/ChaosPrimitives/GC/GC_ChaosPrim_Cuboid_Convex” to enable “Enable Nanite” and “Enable Nanite Fallback”.
9. Repeat steps 5,6,7 and observe the same result
10. Play PIE, and execute the console command “r.Nanite 0”
11. Approach the display and activate the button with “E”
12. Observe that nothing happens.
13. Execute the console command “r.Nanite 1”
14. Wait for a moment, then observe the destruction updates, cracking the blue box
Hello [mention removed]
Thank you for reaching out and bringing this issue to our attention.
I was able to reproduce it by following the steps you provided.
I’ll investigate some more and let you know what I find.
All the best,
[mention removed]
Hello [mention removed]
Thank you again for reaching out and reporting this issue.
I’ve made a JIRA report to be added to the Unreal issue tracker website (https://issues.unrealengine.com).
Please note that Epic ultimately determines whether the issue will be made publicly accessible, so the tracking link is not immediately accessible.
Epic is also currently on recess so it will take longer than normal.
They will process the case through their internal systems when they return.
Once available, you will be able to track the resolution at Unreal Engine Issues and Bug Tracker (UE\-302050)
I’ll close the case, but feel free to reply if you have anything else to add.
All the best,
[mention removed]