static models in the level instance blueprint disappear when previewing or rendering with path tracing rendering

Everyone, please help me. When I use the official Electric Dreams Env map for path tracing preview or rendering, I encounter the problem that some static models in the level instance blueprint do not display.
The version I tested is UE5.3, the scene is the official free Electric Dreams Env, the project has ray tracing turned on, and most static models have nanite turned on. When I preview or render the level for path tracing, I encounter the problem that some static models in the level instance blueprint do not display. I have tried to find the static models that are not displayed in the rendering in the level instance blueprint, put them separately in the level, and use path tracing preview or rendering, and they can be displayed. For the same static model, if there are multiple identical static models in the level instance blueprint, it is possible that one or more of them cannot be rendered or displayed randomly. If you add this static model to the level instance blueprint again, it will display normally.
Previously, when I previewed or rendered the level with path tracing, I encountered problems such as some models of the level instance blueprint turning black, the model becoming a simplified model, or the model having black shadow spots under lumen lighting. Some netizens gave the solution of inputting r.RayTracing.Nanite.Mode 1 in CMD or adding r.RayTracing.Nanite.Mode=1 to the DefaultEngine.ini of the project’s config, and the test was successful.
I think the main reason should be related to the level instance blueprint, but I can’t find a solution online. I hope friends who have encountered the same problem can help solve it, thank you.











Here are some related links I found earlier:

Pathtracing renders black objects

You seem to already have the answer, if you use nanite and want to path trace it you need to add the cmd r.RayTracing.Nanite.Mode 1 - you can add this to your movie render queues console variables setting section. I can remember reading that this was Epic’s workaround solution for pathtracing nanite which you didn’t used to be able to do, but I might get corrected on the finer details of that.

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