PerInstanceFadeAmount doesn't work w/Nanite; can someone confirm this behavior? Is this a bug?

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