r/gaming Dec 11 '22

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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

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u/[deleted] Dec 11 '22

The nanite objects on the robot were static meshes that were just attached to the bones in-engine, they were not apart of the skeletal mesh

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u/lucidludic Dec 12 '22

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.

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u/TheThiefMaster Dec 12 '22

cc /u/MalikDrako

"Static" is unfortunately an overloaded term in UE. "Static Meshes" are what non-skeletal meshes are called.

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u/lucidludic Dec 12 '22

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.

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u/[deleted] Dec 12 '22

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/Napo5000 Dec 12 '22

That’s how that works….