Auto Setup-generated eye materials prevent Nanite activation of characters in UE 5.7
NOTE: I tagged this as a "bug" but it is really "Product does not work as expected or needed."
Summary Characters transferred from Character Creator/iClone to Unreal Engine 5.7 using Auto Setup 2.01 cannot be rendered as Nanite skeletal meshes without manually replacing several Auto Setup-generated eye-related materials.
After enabling Nanite on the imported skeletal mesh, the character remains non-Nanite in Unreal Engine visualization modes. Replacing three specific eye-related materials with simple test materials immediately allows Nanite to function correctly.
Request Please investigate whether Auto Setup-generated eye-related materials (Master Materials in CC_Shaders noted below) can be made compatible with Unreal Engine Nanite skeletal meshes, or whether alternative Nanite-compatible material variants should be provided for users who wish to use Nanite-enabled Character Creator characters in Unreal Engine.
Steps to Reproduce: 1. Create or load any standard CC3+ or CC5 character. 2. Export the character to Unreal Engine 5.7 using Auto Setup 2.01. 3. Import the imported skeletal mesh (FBX) into Unreal Engine 5.7. 4. Enable Nanite for the skeletal mesh. 5. Save the skeletal mesh and allow Nanite data to build. 6. Place the character in a level. 7. View the character using: - Nanite Mask visualization - Nanite Triangles visualization
Expected Result: The character should render as a Nanite skeletal mesh after Nanite is enabled.
In Nanite visualizations: Nanite Mask should indicate Nanite geometry. Nanite Triangles should display Nanite triangle data.
Actual Result: The character remains non-Nanite.
Observed behavior: Nanite Mask displays the character as non-Nanite. Nanite Triangles visualization does not display Nanite geometry for the character.
Investigation Performed: > The skeletal mesh itself does not appear to be the cause. > Testing was performed by replacing material assignments on the imported character. > When all materials are replaced with a simple Unreal Engine opaque material, the character immediately becomes Nanite-compatible. > I was able to isolate the issue to the following Auto Setup-generated master materials: >> Eyelashes: Master Material: RL_Eyelash >> Eye Occlusion: Master Material: RLEyeOcclusion_Plus >> Tearline: Master Material: RLTearline_Plus
These materials are ported into UE 5.7 by Auto Setup 2.01 and are assigned automatically during import.
Material Properties Observed
The identified master materials use: Material Domain: Surface Blend Mode: Translucent Shading Model: Unlit
Verification
The following test was performed: Duplicate the imported skeletal mesh. Replace only the Eyelash, Eye Occlusion, and Tearline materials with simple UE materials. Rebuild Nanite data Place the character in the level.
Result: The character successfully renders as a Nanite skeletal mesh. Nanite visualization modes function correctly.
Hi JimDHart,
Thank you so much for the incredibly detailed report and for doing the heavy lifting to isolate the root cause! Your investigation is highly appreciated.
I have already forwarded your findings and your request to our development team. They will evaluate how to make these Auto Setup-generated eye materials fully Nanite-compatible, or consider providing alternative Nanite variants in future updates.
In the meantime, based on a similar case we received previously, there is a known workaround you can try without having to replace the materials completely.
Could you please open the material graph for the affected master materials (such as RL_Tearline_Plus, RL_Eyelash, and RLEyeOcclusion_Plus), find the Translucency Pass setting under the advanced details, and change it from Before DOF to After DOF? (Please see the attached screenshot for reference). This adjustment has helped resolve the Nanite activation block in the past.
Additionally, we have recently released a new update for the Auto Setup plugin. Could you please update your plugin to the latest version (v2.02) to ensure you have all the recent fixes?
Please let us know if changing the Translucency Pass allows Nanite to build and function correctly with our eye materials on your end!
Thank you again for your valuable time and contribution to improving our tools.
Best regards,
Kayla
Reallusion
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