World Position Offset with Nanites

I am sort of scratching my head with this one. I currently have a static mesh with a material that is using world position offset to displace the Vertices of the mesh. When testing out the Nanite feature in UE5 I hit a blocker in that world position offset does not work with the Nanite as there are technically no vertices for the material to displace so the material reverts to a default grey. I am just wondering is there a workaround to achieve a similar result or in the current stages of UE5 is this not achievable?

Look forward to hearing back from anyone on this. Thanks.

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I think as of rn nanite doesnt support wpo but its being worked on, you could try to achieve an similar effect using parralax occlusion