Hi, I’ve tried Mesh Paint on Nanite meshes which is awesome feature but it lacks of saving feature. At this point I couldn’t find any way to save the paint on Static Mesh. When i create static mesh from the painted object, painting not saved on created mesh. I know there is a feature to copy and paste painting but it is a cumbersome method to do when you have tons of duplicated assets. I think it would be great feature if we can save the mesh as template so we can use it from the content browser instead of copy paste every single asset. I think this feature is crucial especially for the modular assets using nanite. Since Nanite won’t work with vertex painting I think we desperately need this feature to create non repeating textures. (I know we can use global tiling maps to break the texture repetition but it doesn’t look as good as hand painted damages etc.)
For those who need it in future i found the way by adding static switch parameter switch between Vertex Color mask and Mesh paint mask in material. I simply turn on Enable Paint mode static switch parameter when i paint.
Also make sure you have Propate to Vertex Color is enabled before you paint the mesh this way your stroke values saved to vertex data and we will use it later.
Then Merge Settings in Actor drop down in level editor. Make sure you select Bake Vertex Data to Mesh and Enable Nanite to activate Mesh Paint.
Then Merge Actors. When you drag the created Mesh to scene you will see no changes were made and it is simply because you need to disable Mesh Paint Static Switch Param on material after that you will see the change will take effect. We basically baked the Mesh paint data to vertex paint and get the masking information of paint from vertex paint after we finish painting. I know it is kind of dirty way to do it but hey it works in the end. Until Epic gives us better solution this is the only way I could find for now.