Hello!
We’ve noticed that these lines in the SkeletalMeshBuilder.cpp were commented out, is there any particular reason? On our side, enabling the feature seems to be working perfectly fine appart from one minor quirk (we need to remove the LODs before enabling nanite, otherwise the vertex color applied is seemingly reading one of the lower LOD down the chain).
Is there anything concerning we should know before proceeding? Thank you very much!
(682) InputMeshData.Vertices.Color.SetNumUninitialized(LODModel.NumVertices);
AND
(718) InputMeshData.Vertices.Color[Section.BaseVertexIndex + VertIndex] = SoftVertex.Color;
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Hi Felix,
If you aren’t seeing any issues with that change, then you should be fine. I do want to mention that those lines were commented out because Nanite’s voxel NDF/opacity fallback writes into the same color attribute slot (Cluster.cpp:1651 sets bHasColors=true when bVoxelNDF/bVoxelOpacity). If a skinned mesh hits the voxel path, real vertex colors and voxel data can collide. So if you aren’t planning to use the voxelization code path for your skinned meshes, you should be fine.
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You are welcome! If you need any more information on your foliage setup, please feel free to open another ticket, and we can get them answered for you. I will close out this ticket for now.
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Thank you very much Tim! We have yet to decide which approach we will go for foliage, but at least this is going to unblock certain topics. 
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