Question about Vertex Color Error Factor in "Evolving a Legend: Bringing Halo to Unreal Engine 5" talk

Hey!

In this talk by Halo studios at Unreal Fest Chicago 2026 Greg talks about how they rely on Vertex Data for material layers, and mentions “Vertex Color Error Factor” to control the popping effect that happens with nanite meshes and vertex color based masks.

Is there any information on this, and is it implemented into UE by default or is this totally custom?

Thanks in advance for any input.

Without seeing the presentation, it’s hard to say what he meant. I don’t think there’s any native error correction for how nanite vertices average colors when they’re merged or culled tho, so he probably meant manual tweaks to math (lerps/clamps/etc..) per material. The standard method now for material blending at the mesh level for nanite seems to be using virtual texture painting since nanite meshes can’t have vert colors painted per instance in editor by default now anyway.