Nanite static mesh and masked material in UE 5.4

Hello Everyone, I’ve been using UE5.4.1 and noticed an artifact with Nanite (I’m not sure if it really is). Here is how to replicate it.

  1. Download ‘City Sample’ project from Epic Games Launcher (the 5.4 version) and open with 5.4.1
  2. For this example project, the materials for Nanite static meshes are default ‘Opaque’. And the primary view and shadow view are fine
  3. Change the master material blend mode from ‘Opaque’ to ‘Masked’ (just the blend mode, nothing else). In my tests I changed the ‘M_Bldg_Base’ to ‘Masked’ blend mode. Hit ‘Apply’ to see the results

    As you can see, In ‘Masked’ blend mode the building components went wrong when seeing from far distance. They seem broke in primary view and shadow view. So IS THIS A BUG???

Hi Yuri,

If you have a map plugged into the basemat shader’s Opacity Mask slot, try unplugging it and save basemat.

Thank you for your help. Could you please be more specific. I am kind a newbie.

This is what I meant.

not sure what you’re trying to achieve. you wanna create holes in the buildings? you may have to check how masked materials work on a texturing level.

to apocalypse those building you need alil more then just a masked material switch.

I definitely don’t want nanite static meshes having holes when giving a masked material since this is unacceptable visual artifact. :smiling_face_with_tear:

Many thanks @Thom_Coffee. I will try that and hope this will work.

@Thom_Coffee I tried but not working.