Nanite makes parts of mesh disappear

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Nanite enabled on the meshes makes part of them disappear until the camera gets very close.

This is definitely caused by Nanite as it only happens when Nanite is enabled on the meshes.

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Hey @Aininia,
What are your culling settings? That may be having an effect on the rendering.
Did you make your mesh inside Unreal?
My first suggestion is to mess around with the culling or performance display settings.
Let me know if you have more questions!
-Zen

Maybe try changing the near clip plane in project settings Engine => General Settings => Near Clip Plane.

Are the effected meshes using transparency or clipping masks?

Mesh was imported into unreal, it doesn’t use any masks. Changing the near clip plane had no effect.

It must be a mesh problem as it persists no matter which material I use.

With Nanite off I still get some weird invisibility when from a distance on one of the meshes
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Still no idea why though; obviously the faces of the mesh are correctly facing as there are no problems close up. It’s just once I’m further away that one triangle goes invisible.

Could it be flipped normals? Seems like specific polygons are disappearing.

For test try switching it to a 2-sided material, if that fixes the problem, then it lies in the model itself (check normal direction of all the faces in your 3d modeling program)

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two-sided materials didn’t fix it. :frowning:

@Aininia
Strange! There have been a couple of different Nanite bugs that have come out with UE5. You could try migrating the project into a new one and maybe re-verify your installation, but I found a thread that might shed some more light on your issue:

If that doesn’t work, please let me know!
-Zen

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Sadly the DX 12 solution was already tried and didn’t work.

I’ve also tried migrating the assets to another project…no success.

Currently I suspect that these are low-poly assets which are getting mauled when Nanite is enabled. When Nanite is disabled some of them still get invisible polygons when the player is far away…probably due to it being a low poly asset again though I am surprised since I didn’t think disappearing polygons would happen on a mesh that isn’t Nanite.

Solution would probably be to contact the asset creator and have them fix whatever is wrong with it.

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Hey Aininia,

Perhaps some of the faces are not connected to one another and there is a lot of degenerate polygons?

If you have Blender, open the meshes, go in the modifiers and apply a “Weld”. Up the Distance in it until its high but doesn’t change the geometry visuals.
That should remove any overlapping vertices (resulting in degenerate faces).
Apply modifier and then export.

If that doesn’t fix it, then perhaps its indeed because of the low amount of polys. Try to apply a “Subdivision” modifier in Blender and give it “Simple” setting instead of “Catmull-Clark” (secondary would make them "smooth in geo, while first will keep them as they are - low poly looking).

You could ramp that modifier up to 1-2 levels, get yourself some more geometry and subdivisions on the models through it and then apply it and export and retry Nanite.

If models are heavily triangulated you would want to see if you could easily run a “Tris to Quads” before adding any modifiers.

I mean I know this is not idea as at this point you might just as well recreate the meshes, but I hope it helps in some way as an idea.

For me, when I switch off two sided option, I recalculate normals and UVs, the problem is solve
Another problem solved for me: in the viewport, my material textures were disappearing. So I bake the materials in the detail menu, increase to 512x512 and it works.

So i came across this post years later since I had a similar issue. I figure out that the Building I was using to turn into nanite was also disappearing (kitbash3d building) turns out it was because the glass material for some reason was screwing with the nanite. so I changed it to another material and bam all my buildings are now nanite and working. so try changing the material for the windows. I guess it has to do with opaque materials screw with the nanite.

Nanite only supports a limited set of shading models. Translucency, cloth, and a few other shading models will cause nanite to be disabled even if it’s only used on part of a mesh. Nanite does support Masked Opacity.