Static Mesh rendering as LOD3 in Editor & PIE for meshes with Nanite enabled.

Good day everyone,

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?

Thanks again.

If you have Nanite enabled then it shouldnt matter what lod the mesh is. It changes the quality automaticly. Look at point 5. in the image.


If you want Nanite meshes with lower quality, then you can move these sliders.
nanite

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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.
NaniteFallback