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 âOverlay Blendâ function is not working correctly but was not replaced with a new one for 5.6.
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
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 goneâŚ
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 sentenceâŚ
The GOOD news, and I do mean it is that without grass, I get ~80ish in my 554 version. Here itâs 100ish, which if carried over to âfunctionalâ 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)
No, But I Can tell you how to âWork around itâ. 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.
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:
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. Youâre welcome.
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 wouldnât 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 Iâve been having since updating to 5.6
I donât know if itâs related, but on my end, compiling my project with Nanite landscape literally takes hours! And once in-game, it lags so badly itâs 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. Itâs honestly baffling to release a non-preview version with so many bugs!