Hi everyone,
I’ve recently encountered an issue with Nanite meshes and visible UV seams. As you can see in the pictures, when I enable Nanite, the UV seams turn black. I can’t eliminate them by adjusting mesh settings, such as normal precision.
I should mention that I’m using UV operations with switch nodes to select the UV channel for each asset. The only way I can remove the black seams is by stopping these operations (which I can’t do, as I need that feature) or by disabling mip generation, which is not recommended for performance.
I would greatly appreciate any insights if anyone has experienced this issue or knows why it might be happening. It could be an Unreal bug that hasn’t been fixed yet.
Thank you!