v5.3, Nanite foliage using a material w/PerInstanceFadeAmount. Paths that incorporate that node do not seem to fire/work, and I cannot seem to locate bug-report or other threads noting such behavior.
Is this a known-thing, known-limitation?
doing this:
w/regular foliage, works:
w/nanite, no (for me):
From here: UE5 / nanite foliage culling, how to get rid of? - #6 by mguisado
r.Raytracing.Geometry.InstancedStaticMeshes.Culling 0 make sure ‘preserve area’ is enabled as well.
NOT Solved…I was mistaken. hmmm