Unreal Engine 5.5 Nanite SK Skin Weights

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);

Yes, same problem. I guess it’s a bug, for now I switch back to non-Nanite before the destruction happens. So basically I have a Nanite mesh and a non Nanite version switch them dynamically.

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Also a good idea to change the models. But i hope to avoid this and it will work again soon. For now i stopped to create enemies that can be dismembered and just build levels and simple flying enemies without dismembering.
I really hope this will work soon again.