Procedural to static doesn't seem to be working in 1.5.1

I realize I can only enable displacement if nanite is enabled and I can only enable nanite in a Dash terrain if I convert it first to a static mesh (right?). But the latter step doesn't seem to be working. Nothing seems to change when I do it. It shows "calculating distance fields" for a brief moment and then the actor remains unchanged, with the normal Actor type and icon. And if I try to enable Nanite, it doesn't seem to do anything because displacement doesn't work. The same happens with a Dash primitive. However, with a standard primitive created from the Modeling section, displacement does work. Any hint? Thanks.
3 Replies
DanielFreden (Dash for UE5)
Heey @Arthis Can you check if you see any difference on the component inside the terrain mesh when doing the convert? You might need to de-select and then select to see the difference, see my video for reference 🙂
Arthis
ArthisOP•11mo ago
Yes. that works. I was only looking at the outliner (which remains unchanged), not at the details. That's why I thought nothing was changing, That, and not being able to get any displacement after activating nanite. Then I realized that displacement at high levels (like 5) just flattens the object, like a kind of clipping, but values only slightly above 1 do have some tiny amount of displacement. I was expecting high values to create spikes and the like, that's why I thought nothing was happening. I guess it depends on the material. Thanks!
DanielFreden (Dash for UE5)
ah happy to hear it works, but sorry about the double confusion! ye it sems to differ based on materials and in generally it seems to be around value 1 you want to be/adjust, not sure if it is a Dash reason or a displacement reason
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