Nanite Disabled in project, FBX importer still has 'Build Nanite' enabled by default

Hello, my team is not using Nanite for our project, and we have it disabled in our DefaultEditor.ini file with r.Nanite=0.

However when importing FBX meshes, the importer window has ‘Build Nanite’ enabled by default, which I want to disable project wide, so no artists will be able to accidentally enable it on a Static Mesh.

I know this is possible to do so by editing the DefaultEditorPerProjectUserSettings.ini , however I cannot find anywhere the code to implement this change.

Thank you

  • Disable Nanite Project Wide through DefaultEditor.ini
  • import Static Mesh using FBX importer
  • Open DefaultEditorPerProjectUserSettings.ini to look for code to disable Nanite on import

Hi Luiza,

Your remark makes perfect sense: 'If a project has Nanite disabled, the import in that project should not have Nanite enabled by default". I will forward this to the team for discussion.

In the mean time, in your project, you can duplicate the DefaultAssetsPipeline asset, edit this new pipeline asset, disable the Nanite option and replace the DefaultAssetsPipeline asset by this new asset in the ‘Assets’ pipeline stack (and other stacks if applicable). Obviously, this will have to be repeated for each project where Nanite is not enabled.

Regards,

Jean-Luc