I tried because of the advantage that comes with the use of SK_Nanite the use of Skin Weights.
The result is kinda strange as you can see in the short Video.
I used the same models (beside RND hairs at spawn) but it looks like there is something wrong with the Skin Weights.
The only change is the SK models have Nanite activated.
Does someone have the same problem? Maybe it is a Bug?
Edit:
The code to activate is pretty simple:
EnemyMesh->SetSkinWeightProfile((FName(“BodyCut_Spine_02”)), ESkinWeightProfileLayer::Primary);
EnemyMesh->BreakConstraint(vecBoneBreak_Impulse_TestVar, vecBoneBreak_HitLocation_TestVar, nBoneBreak_TestVar);