Weird transparency glitch with megascans in VR

I ran into a weird issue when using megascans in vr.
I reported this as a bug but I was wondering if anybody else has run into it, or if maybe I’m just stupid.

I take the basic vr template, enable nanite & lumen. Play around, everything is fine.
Then I add a megascan, doesn’t seem to matter which one. Quixel asset id vd3oeic for instance. Bunch of rocks.

Then I run this again in VR and everything seems fine, except if I tilt my head up, the megascan is partially flickering transparency.

This doesn’t show up in the editor, but it does show in the VR mirror window. See picture below.

It’s not snow, and it’s not halfway in the floor.
I’m using Windows MR, Samsung Odyssey+, 2080 Super.

Please let me know in case you ran into this, or know a solution to the issue.

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I am having the exact same issue. I am having it affect all of my large nanite meshes in my project.

I had a similar issue in UE5.1, reducing the size of the Nanite mesh reduced the issue (can be done by opening the mesh and looking at the Nanite settings). However, the issue would not go away.

Hotfix 5.1.1 seemed to have solved this for me, all Nanite meshes work now using full resolution so please check if you have the latest version installed.

Also, please note that Epic says that both Nanite and Lumen are still highly experimental for VR. So you might still see some weird behaviour.

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Hey thanks for the quick reply, awesome I didn’t have the hotfix installed yet. For some reason its not appearing on my computer to download it. But once I figure that out it should work great thank you!