Nanite enabled static mesh not recognized as enabled

I’m currently working on a car configurator and am having issues with Nanite.
I am using the same import and nanite settings for all of my meshes, however, the Interior and Exterior geometry stays black in the Nanite Triangle view, and the other debug options show the same problem - seemingly nanite isnt enabled for those two meshes.

I have imported the geometry via datasmith using Data-Prep recipes, merging the complex scenes into a single mesh. The Wheel and Seat geometry works fine, but the rest isnt working.

I found a different post stating that this is caused by Runtime Virtual Textures, 2-Sided Geometry or pixel-depth offset being used, but none of my shaders are using either of these features. I even disabled Virtual Texture support in the project settings. Does anyone know what else could be the cause for this problem?

(Please excuse the blured image, I cant show the car itself)

I would simply ignore this, as for the car configurator, the performance is still okay-ish. The car consits of 45mio polygons and the environment desert geo I created has around 5 mio.

The issue I am currently having, is that this level takes 37secs to load when the project is packaged. That is obviously waay to long (I tested using an empty level on startup, and that loads within 2secs after executing the .exe file).

Anyone got some info to this?

How many materials do you have on the car?

Around 150.
I just received a tip from a discord user who mentioned that UE5.3 doesnt support translucency as I had originally expected (thought that was added?).

I thought I had separated all glass objects to be safe (for this exact reason) but it seems that I missed a few, so I am just separating those from the EXT/INT Geometry and moving it into its own GLASS geo group. I really hope that is the issue and I can get nanite working on those meshes.

EDIT: That was indeed the issue! I dont know why I was under the impression that translucent materials are supported. Perhaps because of the whole foliage nanite support?

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Good to hear you solved it, it’s true that there is limited support for translucent materials with Nanite. Foliage works fine because there is support for masked materials just not translucent. I mentioned the material count because the limit is currently 64 per single mesh, and since you apparently merged it into a single mesh that could be problematic.

Didnt know about the material limit - seems like an odd thing to limit nanite though? Either way, I have it all working like a charm now, thanks for the help anyway!