Recooking with the feature present but simply disabled stripping removes the issue. Obviously, it returns the fallback meshes’ VRAM cost.
[/Script/WindowsTargetPlatform.WindowsTargetSettings] bGenerateNaniteFallbackMeshes=True
I put a breakpoint in FRenderAssetInstanceAsyncView::UpdateBoundSizes_Async() and inspected FAsyncRenderAssetStreamingData::StaticInstancesViews.
The build with Nanite Fallbacks stripped has fewer StaticInstancesViews—I might be wrong, but I only found SK components or SM components with Nanite-disabled SMs, like translucent glass meshes.
No fallback meshes:
[Image Removed]With fallback meshes:
[Image Removed]
The streaming decision logic is quite complicated to debug efficiently, and I haven’t studied it before. Any information on where to look is much appreciated.