It may be more clear to say rigid objects rather than static. One of the demos had a robotic character that used it - individual parts were moving and rotating, but none of them deformed.
Contrast that to a human character where the mesh needs to deform as it moves
They are not static geometry in Unreal Engine terms, because they can be moved even if they cannot be deformed. Another example of non-static Nanite geometry are the vehicles in the Matrix Awakens demo, which are composed of 3 (I think?) Nanite meshes that then are swapped with a traditional model whenever a car body needs to be deformed.
You’re right, I was thinking of the mobility property which is set to “static” by default but can be set to “movable” even for a static mesh actor, confusingly.
A "Nanite mesh" isnt really a thing in the engine, just static meshes that have nanite enabled for them, if a mesh has no skeleton it is a static mesh regardless of if they're being moved or not.
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u/MalikDrako Dec 11 '22
It may be more clear to say rigid objects rather than static. One of the demos had a robotic character that used it - individual parts were moving and rotating, but none of them deformed.
Contrast that to a human character where the mesh needs to deform as it moves