Unreal Engine 5.4 Released

Please, can you fix that LerpUVs on Nanite as a hot fix? It plays the animation now, but you dont lerp the texture channels anymore (UV 0 for example). We must have an option to choose between texture and data channels! This is a real pain that you did the right thing but wrong. We cannot use it like that! Please.

We need an option to enable this per channel, code from source: Engine\Source\Developer\NaniteBuilder\Private\Cluster.cpp


	// Normalize UVWeights
	for( uint32 UVIndex = 0; UVIndex < Settings.NumTexCoords; UVIndex++ )
	{
		float UVWeight = 0.0f;
		if( Settings.bLerpUVs )
		{
			float TriangleUVSize = FMath::Sqrt( UVArea[UVIndex] / (float)NumTris );
			TriangleUVSize = FMath::Max( TriangleUVSize, THRESH_UVS_ARE_SAME );
			UVWeight =  1.0f / ( 128.0f * TriangleUVSize );
		}
		*WeightsPtr++ = UVWeight;
		*WeightsPtr++ = UVWeight;
	}
1 Like