Trying to understand if Unreal 5.3 already supports Dynamic Nanite Displacement. Is the behaviour I’m seeing in changing displacement with a proc node the featured behaviour. Or is Dynamic Displacement something very different? If so, is it in a branch that can be experimented with? Performance not critical, workflow is.
It’s either normal or not normal. We have no way of knowing because we don’t know what you are seeing.
Thanks all. But there’s a roadmap feature called dynamic displacement intended for animated manite. I suppose my question is whether this is already released or is something else entirely. There are two different features and animated nanite is indicated as post 5.3.
Ah… I see what you’re saying. I think it’s still a roadmap item because it is still experimental.
Fundamentally dynamic displacement has two main issues:
- Displacement doesn’t invalidate the virtual shadowmap cache so you need to manually set the invalidation behavior per actor when using virtual shadowmaps.
- Normals are not recomputed so shading is incorrect. This is the same behavior as the old tessellation in UE4, as well as WPO. Solution is to simply compute the normals yourself.
Other than that I didn’t encounter any problems when I tested it. Admittedly I did not put very much time into testing it though.
Wonderful. Thanks for the clarification and that explains the issues I see (your 1 and 2) that are not blockers. It seems things are in a fine enough state for a pipeline test and there is no necessity to try and get a build of top of tree working.