Hi, I’m using Unreal Engine 5.5+, and I’m seeing an issue when enabling Nanite on Skeletal Meshes.
When viewing the character from behind, Nanite appears to work correctly and shows high visual fidelity.
However, when the character is facing the camera, the mesh appears extremely low-poly — almost like a Minecraft model — with visible jagged edges and loss of detail.
This only happens from certain angles and seems related to view-dependent LOD calculation. I’ve already checked basic Nanite settings and screen size settings, but the issue persists.
Is there a specific setting or method to prevent Nanite from overly reducing mesh detail from specific angles?
Ideally, I’d like to maintain consistent mesh resolution regardless of view direction.
Any help or pointers would be appreciated. Thanks!
This is a recurring problem with this interaction, Nanite and skeletal meshes, as LODs can be to agressive from certain angles, combined with the implicit deformation, keeping a good silhouette can get tricky.
The most simple solution would be to take your mesh to your 3D editor of choice, and increase the loops and geo count of areas that are being reduced too much (most like articulations). After that, you can also try adjusting values for Pixels Per Edge, from console (try values between 0.25 and 1.). Also, test by disabling View-Dependent Culling.
Nanite.MaxPixelsPerEdge=0.5
Nanite.ViewDependentCulling=0
There are more methods to implement, I would suggest checking the thread below, as well as reviewing Nanite’s documentation, for further tweaks and functions: