Hello there @MrLowFps123!
Thank you for sending the full log. Indeed, there are several warnings related to shaders/materials. From the look of these calls, they seem to aim at incompatible materials being used on Nanite meshes.
Material /InterchangeAssets/gltf/M_Default.M_Default needed to have new flag set bUsedWithNanite!
Material /InterchangeAssets/gltf/M_Default.M_Default was missing the usage flag bUsedWithNanite.
Invalid material [Plants_003] used on Nanite static mesh [Pots_Small_031]. Only opaque or masked blend modes are currently supported, [BLEND_Translucent] blend mode was specified.
The first step on fixing this would be to go through each material involved and enable “Used with Nanite” on their details. Additionaly, if you have any translucente materials, you can either set their meshes to no use Nanite, or change those materials’ blend to masked or opaque.
There is another noteworthy error call:
Warning: Failed to set completion port for job object “UE.ShaderCompileWorker.JobGroup”: The parameter is incorrect.
This could be Window interference, so please ensure you are running UE as Admin, and setup antivurs exceptions for it. Hope this helps!