nanite is disabled but fallback meshes were stripped during cooking for this platform due to project setting meshes might not render correctly

Hello!^^
After I disabled Nanite on Unreal Engine 5.7.4, I received an error “nanite is disabled but fallback meshes were stripped during cooking for this platform due to project setting meshes might not render correctly“
I tried to do all suggested things from previous outdated posts, but it didn’t help. I still have the same issue, even when I create a clear new project and disable Nanite.

What I done:

Disabled Nanite

Disabled “Generate Nanite Fallback Meshes”

Cleared configs in the project

Cleared configs in appdata

Changed and checked configs in the project

Changed and checked configs in appdata

Checked Nanite in Vieport preferences

Checked Nanite in model preferences

Created a new, clear project and disabled nanite

Uncheck Generate Nanite Fallback Meshes for Linux (idk why, but this option always turns on after restart). I’m using Windows.

Could somebody assist? >w<

image

DefaultEngine.ini (8.3 KB)

Any ideas how to fix it?

Hey there @Dekordianis! Welcome back to the community! Do all of your meshes have nanite disabled as well? You mentioned trying a fresh project, was the error present there as well without any of the nanite meshes?

Yes, I disabled everything, and in a new, absolutely empty project, with a clear empty level and without any assets or templates, this error is present aswell.

Maybe the problem is “not disabling fallback for Linux”, but it turns on automatically after each restart, and I am using Windows only for my project.

A quick fix that you can use while keeping nanite off is by enabling this option

This won’t use Nanite and won’t affect performance or size since nanite is disabled and a second mesh won’t be generated (if iam right)

put r.Nanite=0 in DefaultEngine.ini

Hi, It’s already added in Project DefaultEngine.ini

The issue is still not resolved. If anyone has any ideas, I would greatly appreciate your assistance >w<