yes, i’m sure. atleast on my setup (5.4.3) it does not work (yet). it eventually may do that.
static mesh + nanite = wpo not working for ray shadows
static mesh - nanite = wpo semi working for ray shadows, glitchy on large trees.
foiiage asset + nanite = wpo not working for ray shadows
foiiage asset - nanite = wpo not working for ray shadows
it’s usable for purposely built cinematic worlds with or without alot of foliage. and it’s basicly required for manylights. the average procedural open world terrain will break tho. or…
to mitigate the glitches other procedural wind techniques should be used on foliage.
it’s been done and a proven approach. gpu based skinning is a thing. you just gotta “sim” a couple hundred bone matrices. not millions of vertices. hmmhmm.