I’m tackling a bit of a puzzler in my project using Unreal Engine 5.1.1. I’ve got this static mesh in my scene with a whopping 8 million triangles and over 6 million vertices. To keep things running smoothly, I disabled Nanite and Lumen and opted for an older global illumination method. Now, here’s the catch – everything seems alright on my beefy gaming PC, but when I bake the project onto my Quest 2 using Meta XR, things take a wonky turn. ![]()