Nanite on Skeletal Mesh shows extremely low poly from certain angles in UE 5.5+

Hello there @MC_EZ!

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: