Hello,
I am a completly beginner to Unreal Engine 5 Maybe someone can help me?
When importing a scene with textures from blender, and when converting to nanite, these dark spots appear on 3D objects, but when the nanite is set to off, they are displayed correctly, but not realistically.
How can I fix it?
nanite enabled:
nanite disabled:
Two Sided Distance Field Generation is enabled within thr meshes LOD Build Settings. but its still the same…
Could be the proxy meshes, have you seen this?
Hi! I experienced a similar issue a few days ago, in my case I was using two sided materials that are not supported by Nanite. I’m not sure it’s your case as well, but I hope it could help.
Hi @OscarEsteban3D Oscar, Can you please tell me how you solved this problem? Im a completly beginner…
Inside the material editor, you have to check if two sided is enabled, that field should be unchecked as it is seen in the picture.

Hi @OscarEsteban3D thank you so much for your help. It seem to be working well, but now after I disabled this feature with Two Sided materials, I no longer see the materials and libraries from QuixelBridge. Can you help me, why?

I’m pretty sure that after disabling Virtual Textures, Megascans master material is still using a sampler that receives a Virtual Texture as parameter (specifically the AO/R/D Mask texture). So I would recommend to check the master material and change the Sampler type from Virtual Linear Color to Linear Color.
I hope this is useful!