When a nanite static mesh have its textures UV’s behind a static switch, the texture will display properly.
However, when the different Texture Coordinates nodes to select a different UV set are behind a “Switch” node or using an “if” statement, the texture will now display visible seams on the outer edges of the static mesh.
Steps to Reproduce
1- On a new empty project import a mesh (plane in this example), with another floating plane on that surface. (sticker on a plane for example). Make sure its Nanite, and have more that a single UV set. (You can use the attached static mesh).
2- Import a texture that will act as a mask for the second plane (sticker). (Texture is attached too)
3- Create a new material, and have 2 or more Texture Coordinates nodes set to different UV sets (0, 1, and 2 for example) have the selection behind static switch node with static bools and observe that the texture displays properly. (First picture attached)
4- Now have the different UV set selections behind a Switch node, and observe that the object now has seams on the borders of the sticker plane (Second picture attached).
Note that this only happens when nanite is enabled on the static mesh and that disabling the “lerp UV’s” option does not resolve the issue.