Nanite Landscape and Material problems in 5.6

Hi,

I am trying the new 5.6 and run in a number of issues updating my 5.5 project.
My Landscape seems to be broken. It does run fine in standalone but in editor chunks keep disappearing. If I disable Nanite on the Landscape it seems more stable again. Is there a Landscape/Nanite optimization in 5.6 that I need to fix in my project or is this a bug?

I also found a number of material issues I did not encountered in 5.5. Is this a new optimization in 5.6 that I need to fix in my Landscape material or is that a bug? Seems like the “Overlay Blend” function is not working correctly but was not replaced with a new one for 5.6.

Anyone else run into similar issues?

Thank you

Hi there Martin. There seems to be a problem with this Nanite when using landscape in 5.6.
It seems to do something with the build data.

I reported a same problem here:

hey guys, in 5.6 if u just create empy landscape and enable nanite your landscape breaks. 5.6 nanite landscape is broken. Just tested on 5.5 it works faster and no error

Same issue here.

Using the exact same Heightmap to create the Landscape in 5.5 and 5.6, when I enable Nanite on the Landscape in 5.6 I get this:

Enabling nanite on it in 5.5 works fine.


I have the same problem.

I had this same problem, but I updated my Nvidia drivers to the latest version as of yesterday, and the landscape part seems to be resolved. No missing components in the editor or in game.

But now, my grass is all gone… :frowning:

Oh darn, I literally was rebuilding my nanite data for the landscape to get my grass back, as I was typing this, but then it broke again before I even finished typing this sentence…

Fun times, Epic, fun-times…

EDIT: even better, it’s broken in the game now too (always standalone-process for me):

The GOOD news, and I do mean it is that without grass, I get ~80ish in my 554 version. Here it’s 100ish, which if carried over to ‘functional’ in the sense I get my entire-landscape and grass should be a solid 25ish% increase. Performance-wise, 56 does seem to be money, but I cannot use it (currently) :frowning:

Has anyone sorted this out? I can’t find any issue for it on the Epic bug tracker, but hot dog, surely they’re aware of this?

Is it some silly setting we’re missing or ?

This does seem to be specific to non world partition landscapes; I can’t recreate the issue when world partition is enabled.

No, But I Can tell you how to “Work around it”. Convert the landscape to World Partition. Then the missing parts will return, All you can do until Epic fixes the bug.

Aside the problems above, which I had without world partition, turning on Nanite Tesselation is turning into some blobby smear. No matter which texture sizes are being used or other settings I try.

Somethings fishy for sure.

Last picture is with Tesselation off. I eventually stay with that setting.

How do we find out from Epic when this issue is going to be fixed? Every landscape I’ve made disappears when I enable Nanite. Its a problem.

So I took an updated version of my nanite-landscape material from 554 and tried it again in 56. The upgrade of the project took, nanite-landscape and all, even with displacement:

Displacement

But performance is not-great, mid 40’s when I am getting 70’s in 554, so still waiting on 561.

This time I didn’t even have to rebuild anything which is…odd, given past results w/upgrading projects and having something needing to be rebuilt.

I wonder why it looks ok on your side. I mean, good for you!

I literally just imported a fresh heightmap and made a more than simple material.

When not using the world partition, parts vanish like the other guys have it here. And when using world partition, that problem seems gone.

But the other issue: It looks like it is not using Nanite but tries to tessellate on each landscape vertex, while having Nanite active. What am I doing wrong? I followed more than five tutorials for it but got the blurry mess above.

I wish there would be some reply from Epic about these things. Now, I am sitting here, playing free QA, wonder if its a known bug or not. You’re welcome.

I’m also facing this part of the Landscape missing bug. Anyone found a solution?

Same problem here. As soon as i turn on Nanite for the landscape it becomes invisible. Collision is still there but its not rendered. Disabling Nanite brings it back.

I was checking something and my landscape did the same thing yesterday. It has worked in every version of UE until updating to 5.6
I managed to produce a bug response and it corrupted my landscape height data so bad that I had to replace it with a previous backup. It wouldn’t allow me to even open the file in the editor without immediately crashing due to bad landscape data.
I restarted a dozen times and sent crash reports every time.
Chances are this is tied into another collision box issue that I’ve been having since updating to 5.6

I have the same problem, with M4 Magic Map (latest version for Unreal 5.6 from fab) with the original island map switched to Nanite.

I don’t know if it’s related, but on my end, compiling my project with Nanite landscape literally takes hours! And once in-game, it lags so badly it’s unplayable. No problem when I disable Nanite, not even in UE 5.5. Not to mention Nanite foliage + WPO which is all messed up. I really think Nanite is completely broken in 5.6. It’s honestly baffling to release a non-preview version with so many bugs!

1 Like