Unreal Engine 5.1 Preview

But Virtual Heightfield works only on terrain, and what about regular meshes ? (not nanites). Before (in 4.25) we could tesselate those, blend material, and go with this, now without ability to tesselate, there is no way that this would look acceptable, unless all affected meshes are super-dense, but that leads to performance issues. (sub-pixel tiny triangles, or popping LOD’s to mention the biggest)