Wrong foliage and ground snapping on Nanite-enabled StaticMeshes

Hi all! I’m having the following problem: I have a tessellated-and-displaced cube that I use as the floor. Even though it doesn’t have many vertices (~1k) I enabled Nanite on it. I proceeded to add some foliage and debris on top and realized that some of the debris was floating. I tried moving it a bit and then pressing the end key, but the snapping again left it slightly hovering on the ground. To me it felt like the editor could be using the fallback Nanite geometry instead of the real one. To test this, I disabled Nanite for the StaticMesh, and repeated the process. Now both snapping and foliage setting work correctly.

Anyone else experiencing this?

UE 5.3

Found the solution: when enabling nanite for the mesh, make sure that the generation of the fallback mesh preserves 100% of the triangles. Then the snapping works correctly.