Why is my landscape disappearing when I enable nanite for displacement and click build data?

Hi, I recently started using UE 5.3, while trying to add displacement to my landscape, the whole landscape would appear invisible when I would enable nanite and click build date. Any suggestions?

Same issue here. Apparently, this error is commom for other people and no aparent fix showed up yet…

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any fix ?

@mikemsv424 , @MaverickHter @josephinyo

Can any of you post a video of this behavior?

2023-12-07 21-39-06.mkv (14.7 MB)

Most likely the material/texture is out of date. But to be sure, download:

Then use nanite. I’ve tested it, and it works.

But just to make sure it’s not an issue with your project, try using nanite in a FRESH PROJECT with the same asset your showed me AFTER trying the CITY PARK.

I tried new project it didn’t work I tried to correct the material I think now it doesn’t disappear but instead nothing happened I tried many material. and also want to mention that nanite works when I enable it in static object I see the triangles but with displacement it doesn’t "update: now it sometimes appear and disappear depends on material or I dunno "

Did you download the CITY PARK project and use nanite on the landscape included in the park?

Did someone knows how to fix this problem.
I’m using the material from Unreal Sensei and using Unreal 5.3 in the open world template.

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If you have found a solution to this problem, please help me too.

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Converting the level to use World Partition solved the problem for me (version 5.6.1).
After converting I just selected the entire map in World Partition and loaded everything back in, guess you can only load parts that you need. Probably has to do with landscape data bandwidth exceeding or something like that, because I read in the nanite landcape article that “Sometimes, parts of your landscape may use standard rendering, or Nanite meshes might not be fully updated. This is expected behavior. To make such issues disappear, save or cook your project..Nanite Landscapes stream on top of the existing Landscape data streaming since both Nanite and non-Nanite data are necessary at runtime. Non-Nanite Landscape data is required for Runtime Virtual Textures, water rendering, and more.” ([Using Nanite with Landscapes in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community)](javascript:void(0):wink: