Quick answer: Unreal Engine 5 Nanite foliage visibly snapping LODs in the distance? The streaming budget evicts the lowest residency cluster - raise r.Nanite.Streaming.StreamingPoolSize.

Mid-frame: a tree 80m out collapses to its silhouette cluster and pops back the next frame. The streaming pool is full.

Raise the pool

r.Nanite.Streaming.StreamingPoolSize 512

Default is 256MB. For Nanite-heavy foliage, double it. The Nanite stats command (stat nanite) tells you the high-watermark per frame.

Tune Nanite LOD curve

On the static mesh, drop Fallback Triangle Percent from 100 to ~25%. Reduces the per-mesh cluster set, leaving more of the budget free for other meshes.

Pre-stream key meshes

Add anchor meshes to a Nanite reference list at level load. The first frame of a long camera move is the worst case - pre-streaming smooths it.

“Nanite is residency. If the budget is full, something has to leave.”

Profile with r.Nanite.Streaming.RequestsBufferEntries too - a saturated request queue is the upstream symptom of an undersized pool.