Nanite mesh has too little vertices for WPO (UE 5.1p2)

hmm is there a way to set things up so shadows are ignored for WPO? Displacing only outwards doesn’t fix the problem, and creates another one as orthogonal mesh parts get separated from each other.

If so then Nanite breaks the material vs. mesh independence that we had before. Again, I think if Epic was not able to replace tessellation fully, it should not have deprecated it. Using an older engine is not a solution to me, there are many other things interesting in UE5 that I would not have access to.