Hello! Once I turn on Nanite on my Landscape - it makes incorrect display of landscape spline meshes of roads and it makes holes as if terrain breaking into the spline. I use RVT, Nanite on landscape, only Nanite on mesh of spline.
Once I build landscape nanite it doesnt fix.
If i move road a little - it fixes but after reopening level its broken again.
in runtime, when i go on pause of the game- it fixes itself lately. Don’t know what to do with this:( Help me!
Checking around the community, mixing landscape/splines and Nanite can be a bit problematic. Nanite converts the entire landscape into a proxy mesh, and the splines try to deform around it, which may result in mistmach like the one you are seeing. There are a few methods to test here, let’s cover them one by one:
Open your main landscape actor, check the details panel, and look for “Nanite Position Precision”. Set it’s value to 1/1024cm, then hit the Rebuild Data button. This should force the Nanite mesh to stay glued to the spline’s current height
If the issue persists, you can also enable “Nanite Skirt”. Experiment with it’s value, start on 1, and do small increments, up to 10. This will create extra geo under the landscape, to catch any remaining gaps
If the spline mesh is using Nanite as well, I would recommend disabling it, as its best to avoid “double nanite”. Simply go into details of the static mesh used by the spline, and uncheck “Enable Nanite Support”
Finally, to ensure no corruption in the proxy cache, you can test by disabling Nanite on the landscape, saving everything, and restarting UE. After that, re-open the level, re-enable Nanite, and click on “Rebuild Data”. This process should force the engine Unreal to reconsider the current location of your splines, and bake them into the new nanite proxy mesh