Hi,
I’m encountering a normal flipping issue with Nanite meshes in Path Tracing mode and would appreciate any help.
Environment
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Unreal Engine 5.7.4
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Normal maps baked externally, imported as BC5 (DirectX format)
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All materials are Opaque (no Translucent or Masked materials involved)
Problem
With r.RayTracing.Nanite.Mode 0:
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Lit mode → Normal display is correct
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Path Tracing mode → All Nanite meshes appear broken/corrupted
With r.RayTracing.Nanite.Mode 1:
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Lit mode → Normal display is correct
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Path Tracing mode → Mesh corruption is resolved, but normals appear flipped
What I’ve tried
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Enabled Explicit Tangents in Nanite Settings → No effect
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Enabled Use High Precision Tangent Basis in Build Settings → No effect
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Changed Position Precision in Nanite Settings (tried multiple values including Auto, 64cm down to 1/8192cm) → No effect
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Flipping the green channel of the normal map fixes Path Tracing, but then Lit mode becomes flipped instead
Since r.RayTracing.Nanite.Mode 1 successfully resolves the mesh corruption issue in Path Tracing, I would like to keep this setting. However, the flipped normals are preventing me from doing so. Any workaround or fix would be greatly appreciated.
The fact that Lit and Path Tracing read normals in opposite directions with Mode 1 seems like a bug. Is this a known issue in 5.7.4?
Thank you!


