We are seeing holes in nanite-enabled terrain when using displacement in the master material. I’ve been trying to isolate the issue, using a simple landscape shader with just two texture lookups for albedo and height. There’s a Sky Atmosphere and Directional Light added to the level as well. Shadows have been disabled. Game Mode is set to default, just using the default free cam pawn.
I know the tessellation for nanite is experimental in 5.3, but I just wanted to see if anyone else have experienced the same issue and figured out some kind of workaround?
Worth noting is that we’re only seeing this issue in packaged builds, and never in-editor.