Anyone experience static mesh turning black when nanite is enabled? I did some troubleshooting seems this is if use material attributes is enabled, it turns black. So nanite doesn’t work with material attributes?
I use material attributes in almost all of my materials and I haven’t run into this issue yet. Do you have masked, translucent or pixel depth offset on the material? Nanite doesn’t support these either and having these on a mesh that you enable Nanite for might be causing this.
My friend and I joke that Unreal Engine 5 is a lottery. Things work for some people, and don’t work for others. Performance is great for some, terrible for others. It even seems like editor performance can change day to day.
Yeah, was using pixel depth offset. Removed it and it works. Resolved. Thanks a lot.
I am hearing the same, certain features seem to work fine for some and doesn’t for others. I am not sure if all this comes down to differences in hardware.
pixel depth offset, your material being two sided and your material writing to a runtime virtual texture can all cause this. I believe all are intended to work properly at release/later down the line
Two sided material to one sided fixed this for me.
Same here, that was the one, thanks a lot!
What exctly fixed it for you, and what UE version are you using?
I am having the same problem, but my model has tonns of material slots and checking all materials is a massive hasstle. Isnt there a way to disable 2-sided for all materials at once?