hey at our studio we had simmilar issue, turns out lods are also changed a bit. So just incase before i send you down this path also look under your nanite setting for fallback relative error if you set this to 0 or closer to 0 your mesh wont get destroyed by nanite. The second thing we noticed was that the triangle reduction on the auto lod was extreemly aggressive. So right now you probably have auto lod checked. if you switch that to custom and go down to the section that says auto compute lod distances this should give you access to the pn triangle reduction on each mesh. Instead of doing 100 percent lod 0 50 percent lod 1 25 percent lod 2 exe try 100 - 80 - 70. and chance the screen percentages so the lods dont pop at 12 feet. So you may say what do lods have to do with nanite. They do effect nanite and still need to be setup correctly.
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