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Rendering artifactNanite

Nanite Fallback Mesh Mismatch

Compare the visible Nanite mesh with the coarse geometry used by other engine systems and platforms.

Nanitefallback meshray tracingcollisionlight baking

What you're seeing

Reflections, complex collision, baked lighting, or a non-Nanite platform shows a coarser silhouette than the visible Nanite mesh.

Likely causes

  • The affected system uses Nanite fallback geometry instead of the full-detail Nanite representation.
  • Fallback Triangle Percent is too low or Fallback Relative Error removes important silhouette detail.
  • The project needs a hand-authored fallback for a feature or platform.

Check in this order

  1. 01Toggle the Nanite fallback mesh and compare its silhouette with the full-detail asset.
  2. 02Confirm that the affected engine system is documented to use fallback geometry.
  3. 03Increase Fallback Triangle Percent or reduce Fallback Relative Error only as far as the use case needs.
  4. 04Provide and test a custom fallback LOD when automatic reduction cannot preserve the required shape.

Views and commands

Fallback visualization

Show > Nanite Fallback

Toggles the generated fallback representation in the Static Mesh Editor.

Fallback shortcut

Ctrl+N

Switches between the Nanite mesh and fallback mesh in the Static Mesh Editor.

Nanite A/B test

r.Nanite 0

Disables Nanite so the fallback rendering path can be compared.

Static Mesh settings

Nanite Settings > Fallback Triangle Percent / Fallback Relative Error

Controls how much detail the generated fallback mesh retains.

Epic documentation

Related guides

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