Using Displacement maps with Nanite

Well, that isn’t good news. So how do you use nanite with a large environment that is a dessert with dunes, no rocks allowed? You have to blend between 3 or more textures in an external software and create the displacement map and set it up all over again in ue5?

Thats double work tbh, and you can’t use kitbashing because of the unevern flat surfaces the environment requires. So if you make changes to the tiling or mask used for blending, you have to remake the displacement again.

This may not seem like much but if you have a good number of assets requiring this, its gonna be disruptive workflow wise everytime.

@JW3153 True but if the meshes are quite large, turning it off might not be the best approach.

@Frenetic_Pony Maybe, but I think since Nanite is now a thing is all the more reason why displacement should have been front and center natively in UE5 especially using it with the material editor.