You can disable nanite on that mesh. Or maybe put a 0 into the mesh properties (not the actor), called something like nanite error fallback, or something like that. That’s to force using the highest nanite’s ‘LOD’ on that certain mesh
You can disable nanite on that mesh. Or maybe put a 0 into the mesh properties (not the actor), called something like nanite error fallback, or something like that. That’s to force using the highest nanite’s ‘LOD’ on that certain mesh