I have a few problems. Although I bring the objects in high quality and convert them to nanite, their resolution still decreases when the camera moves back or forward. I canceled them using the command panel, but this still happens. Do you have any advice?
Awesome! This is a huge step for world creation. I just have a problem with roads... Do you know if it is possible using the original mesh as the collider? Unreal uses the first optimized mesh for collider. It sucks, because I basically cannot enable Nanite on realistic roads. The collision gets broken. The wheels appear flying or under the surfaces if it is not plane. Oh, to enable or disable it on many meshes there is no need to go to the properties matrix. Just right click - Nanite - Enable or Disable.
There is a collition option in the mesh configurations, it's something like "use complex as simple", but dont use it on a super high poly as it's expensive. You may need to make a custom collition mesh using the UCX method
@@lucas_sapa2985even with this option it seems Unreal will use the Nanite proxy, like a lod1 for the collision. By disabling Nanite the collider works perfect, with all its curves and imperfections. This is needed for realistic roads so the wheels can react to the environment. I always used it without any problems on Unity before. Probably I’ll keep two meshes, one for visuals with Nanite and another one just for collision.
@@marcoseliasmep is it possible the nanite mesh needs to be rebuilt someway after making changes to the spline? i recommend using the "Player Collision" view mode for debugging this
@@lucas_sapa2985 I was trying with custom meshes, without splines. I must give a try editing the engine source code, since they provide it... It is hard but not impossible haha.
While folks are gathering in anticipation of tons of useful information on nanite, I'd like to ask a question in case anyone knows. I downloaded some different vegetation from quxel megascan, flowers, ferns, sunflowers. Translate meshes in nanite get spoiled geometry, as if different parts of the model received a different scale as a result of this translation, the stems of plants thicken 5 times, and in general the whole geometry is spoiled. Returning back to the state when the nanite is disabled, with geometry again everything is ok. Please advise, please, what could be the problem here.
That's odd! I've encountered this with meshes that have bad topology but never with Quixel assets. Do you have WPO (like wind) activated on it? Are they using Pivot Painter? And are you working with Unreal Engine version 5.5?
@@ProjProd Thank you for your attention to my post. I am using the Unreal 5.5 version. Tried disabling WPO in the parent material, unfortunately the problem remains. I haven't used Pivot Painter, and don't know if the developers at quxel used it. I recorded a one minute video demonstrating the problem, and posted it on googledrive, please take a look if you get a chance. drive.google.com/file/d/1AD8eMnAO-UDMcwjGxi8XMwAy44Kr7JRR/view?usp=sharing
I had imported a model from Character Creator 4 inside UE 5.4 through iclone livelink as a skeletal mesh and then opening the project with 5.5 but ticking nanite does not enable nanite on that model. What am I missing ?
Very Valuable Inf your presenting Excellent breakdown off this subject. Problem for me is you are talking to fast for English to be fully comprehended.
hi i enable nanite and certain meshes in the project look broken. i've tried to solve this issue with no luck. solutions i tried; disable sm5, recalculate normals, trim relative error to 0. nothin is working, any suggestions
VERY GREAT TUTORIAL!
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I have a few problems.
Although I bring the objects in high quality and convert them to nanite, their resolution still decreases when the camera moves back or forward.
I canceled them using the command panel, but this still happens. Do you have any advice?
Awesome! This is a huge step for world creation.
I just have a problem with roads... Do you know if it is possible using the original mesh as the collider? Unreal uses the first optimized mesh for collider. It sucks, because I basically cannot enable Nanite on realistic roads. The collision gets broken. The wheels appear flying or under the surfaces if it is not plane.
Oh, to enable or disable it on many meshes there is no need to go to the properties matrix. Just right click - Nanite - Enable or Disable.
There is a collition option in the mesh configurations, it's something like "use complex as simple", but dont use it on a super high poly as it's expensive. You may need to make a custom collition mesh using the UCX method
@@lucas_sapa2985even with this option it seems Unreal will use the Nanite proxy, like a lod1 for the collision. By disabling Nanite the collider works perfect, with all its curves and imperfections.
This is needed for realistic roads so the wheels can react to the environment.
I always used it without any problems on Unity before.
Probably I’ll keep two meshes, one for visuals with Nanite and another one just for collision.
@@marcoseliasmep is it possible the nanite mesh needs to be rebuilt someway after making changes to the spline? i recommend using the "Player Collision" view mode for debugging this
@@lucas_sapa2985 I was trying with custom meshes, without splines.
I must give a try editing the engine source code, since they provide it... It is hard but not impossible haha.
While folks are gathering in anticipation of tons of useful information on nanite, I'd like to ask a question in case anyone knows. I downloaded some different vegetation from quxel megascan, flowers, ferns, sunflowers. Translate meshes in nanite get spoiled geometry, as if different parts of the model received a different scale as a result of this translation, the stems of plants thicken 5 times, and in general the whole geometry is spoiled. Returning back to the state when the nanite is disabled, with geometry again everything is ok. Please advise, please, what could be the problem here.
That's odd! I've encountered this with meshes that have bad topology but never with Quixel assets. Do you have WPO (like wind) activated on it? Are they using Pivot Painter? And are you working with Unreal Engine version 5.5?
@@ProjProd Thank you for your attention to my post. I am using the Unreal 5.5 version. Tried disabling WPO in the parent material, unfortunately the problem remains. I haven't used Pivot Painter, and don't know if the developers at quxel used it. I recorded a one minute video demonstrating the problem, and posted it on googledrive, please take a look if you get a chance. drive.google.com/file/d/1AD8eMnAO-UDMcwjGxi8XMwAy44Kr7JRR/view?usp=sharing
I had imported a model from Character Creator 4 inside UE 5.4 through iclone livelink as a skeletal mesh and then opening the project with 5.5 but ticking nanite does not enable nanite on that model. What am I missing ?
Check if materials are nanite enabled too
Very Valuable Inf your presenting Excellent breakdown off this subject.
Problem for me is you are talking to fast for English to be fully comprehended.
hi i enable nanite and certain meshes in the project look broken. i've tried to solve this issue with no luck. solutions i tried; disable sm5, recalculate normals, trim relative error to 0. nothin is working, any suggestions
Watch his other video he got on nanite problem fixing, disable raytraced shadows or write a console variable