Nanite Geometry¶
Authoring guidance specific to Nanite-enabled meshes. For pipeline / runtime details see Rendering → Nanite.
Authoring rules¶
- Don't pre-LOD. Ship the full-density mesh. Nanite picks LOD per pixel.
- Triangulate before export. Quads / n-gons are tessellated automatically but unevenly.
- Avoid masked materials — opaque is significantly cheaper in Nanite's two-pass shading model.
- Single material when possible. Each material adds an indirect dispatch in the material pass.
- Avoid heavy WPO on LOD0. Foliage with wind WPO falls out of Nanite below
r.Nanite.WPO.Threshold(default 200 cm) and rasterizes traditionally.
Skeletal Nanite¶
Enabled per-mesh in the Skeletal Mesh Editor → Build Settings → Enable Nanite. Limitations:
- Cloth simulation falls back to non-Nanite for the cloth sections.
- Per-section materials still each add cost.
- LODs are still authored — Nanite kicks in at LOD0 only on most setups.
Foliage¶
- Use the Static Mesh Foliage Type with Nanite enabled.
- Wind via WPO: set
Disable Animation on Nanite Below Distanceto 10–30 m.
Landscape¶
r.Nanite.Landscape 1 — experimental in 5.7. Provides per-pixel detail across the landscape mesh without traditional tessellation.
Displacement¶
Nanite Displacement Maps (UE 5.4+): a height texture that drives true geometric displacement at Nanite quality. Use as an alternative to old tessellation workflows.
Diagnostics¶
NaniteStats— runtime statsShow → Nanite Visualization → Overdraw— find hotspotsr.Nanite.Visualize 1— visualization buffer
Gotchas¶
- Lightmap UVs are unused for Nanite + Lumen. Don't pay the cost of authoring them.
- Two-sided rendering is supported but doubles material pass work.
- Custom Depth Pass for Nanite meshes is supported but slower than non-Nanite — only enable on a few highlighted actors.