Nanite ruins my mesh :c

It’s already pretty low poly, I just have nanite enabled so it doesnt render the interior when its not visible. If thats possible. Still figuring out how it optimizes projects.

Here are my settings:

Nanite probably isn’t working and you’re setting a fallback mesh.

Make sure the editor is running in DX12 mode and your hardware supports DX12 Ultimate.

No, the nanite isn’t working.
What’s a fallback mesh? An LoD?
UE5 defaults to dx12,
But nanite doesn’t require DX12 ultimate to work anyways.
WHat makes you think that could’ve been the issue?

I have a RX 5700 XT, R7 4300x, 32gb 3600hz ram,Mvne drive, SSD.
It’s nothing crazy, but it should be fine developing content.

It’s just a project version bug, it turns out a common issue. Once making a new project and importing the asset, it worked fine.

Version update bugs. Bleh.

Well thanks anyways, I’ll have to be careful migrating projects from now on.

Since 5.1 Nanite requires DX12 Ultimate, which your GPU doesn’t support.

Yeah my GPU doesn’t support DX12 ultimate, but most PCs don’t.

It does however seem to support nanite anyways. Using 5.3. Otherwise, my project would not work. I have hundreds of thousands of plant meshes with dozens of polys each.

Proof:

Oops wrong link, fixed it. There’s no way my GPU that’s in like, the top tenth percentile of gamers at best, wouldn’t be compatible. Or else 90% of gamers wouldn’t be buying the game lol. Sometimes I feel like people give poor advice on here to try to impress or confuse beginners. “Fallback model” like, is that next to the blinker fluid or the elbow grease sir?

There’s a whole section about it in the documentation: Nanite Virtualized Geometry in Unreal Engine | Unreal Engine 5.3 Documentation

My guess would be it’s rendering the fallback mesh because you have a translucent material on it and Nanite doesn’t support translucency. If you have glass windows that are part of the same mesh you’re going to need to break them off into their own mesh.

Thank you, this gives me things to think about. Nanite not supporting transparency makes sense.

I’m also reading something about complex collision here possibly interfering. Is using complex collision with nanite a thing or should I just setup UCX boxes before exporting to UE?

Complex collision is still a thing, afaik the fallback mesh will be used by complex collision by default. You should probably set up simple collision for it anyway using collision shapes (just because its more performant), but that’s just a separate thing and it shouldn’t affect your current problem so you don’t need to do it if you dont feel like it.