I JUST stumbled upon this fact and I am baffled. I cannot comprehend how a replacement for this feature would work.
Can anyone point me towards tutorials or learning resources that help me understand how the new workflow looks like for the simplest usecases of tessellation and world displacement?
Say I have very simple geometry like planes, cubes, spheres, and I want to blend different textures with different bump maps driven by mask textures inside a material. How can I do that in UE5 when there is no tesselation / world displacement.
And it cannot mean having to create versions of these meshes with insane poly counts to make use of Nanite. After all I am talking about very primitive geometry.
I found another video using blueprint driven tessellation and geometry displacement, but that also would not allow to blend or mask different bump maps easily.
I cannot believe noone thought of an actual replacement?
Sorry if I missed something, I did not read the full 83 post thread.