Frenetic
(Frenetic)
November 5, 2023, 2:03am
1
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):
Frenetic
(Frenetic)
November 8, 2023, 4:30pm
2
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.
Frenetic
(Frenetic)
November 11, 2023, 5:16pm
3
NOT Solved…I was mistaken. hmmm
msum
(msum)
March 16, 2025, 8:29am
4
Yeah, this still seems to be a problem in 5.5. I believe it’s a Nanite characteristic.
Looks like the only solution is camera depth / pixel depth check, as discussed here:
A little late but if you’re using UE 5.1, you can make the material use the “Masked” blend mode and enable “Dither Opacity Mask” on it. Now if you mess with the Opacity Mask input, the fading will happen more smoothly rather than just being a on/off switch.
By using dynamic material instances, you’ll be able to fade your static mesh via blueprints
Edit: “Dither Opacity Mask” don’t work with nanite meshes for some reason, use the “Dither Temporal AA” node and hook it up with your opacity mask v…