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.