I have an issue with my project where certain meshes are rendered as their highest LOD in the editor and PIE when I have enabled nanite for the mesh.
If I toggle nanite off on the mesh, it renders correctly, but I would really like to take advantage of nanite as I working on a large city level.
Any help would be much appreciated. I’m just getting back into unreal engine after a hiatus and I’m not even sure my project is set up correctly to leverage nanite. Is there an easy way to test or confirm?
That’s what I thought when I read about UE5, but why is my editor using what appears to be a LOD when nanite is enabled and the mesh LOD Group is set to None. So I don’t even think there are LOD generated for this mesh.
These meshes are part of a landscape spline. I’m not sure if that makes an impact or any difference, but FYI.
ooooh thanks, looks like the fallback settings did the trick. thank you.