Nanite is enabled but cannot render

This was the solution. Thank you. Hopefully my like and comment will push this toward the top of the Google results.

Works for 5.5

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Did everything that has been posted in this topic and still got this message, found this in the engine source

bool bNaniteDisabledButNoFallbackMeshes = !UseNanite(Scene->GetShaderPlatform()) && !AreNaniteFallbackMeshesEnabledForPlatform(Scene->GetShaderPlatform());
// ...
if (bNaniteDisabledButNoFallbackMeshes)
{
	static const FText Message = NSLOCTEXT("Renderer", "NaniteDisabledButNoFallbackMeshes", "Nanite is disabled but fallback meshes were stripped during cooking for this platform due to project settings. Meshes might not render correctly.");
	Writer.DrawLine(Message);
}

What finally freed me from this message was enabling “Generate Nanite Fallback Meshes” in Project Settings → Platforms → Windows (as I’m developing on Windows).

As far as I know, this option does absolutely nothing on meshes that don’t have Nanite enabled - am I correct?

It might be helpful to alter this message to something like this

"Nanite is disabled but fallback meshes were stripped during cooking for this platform due to project settings (relevant property: bGenerateNaniteFallbackMeshes). Meshes might not render correctly."
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This is not a bug. Disabling Nanite in the project settings turns the feature off, but individual meshes may still have Nanite enabled, especially if you are using marketplace assets.

r.nanite 0 only turns the message off once for that session. Restarting the project means the message will appear again.

The actual solution is what Wormy said: Nanite is enabled but cannot render - #6 by Mautar55

Select your Content folder and filter Static Mesh. Ctrl + A to select all the meshes, then right click and look at the Nanite bool and you’ll find that there’s a - in the Nanite Enabled checkbox. This means that some of the meshes in your project have Nanite turned on, so you need to click on the box to make sure it becomes unchecked. This will actually fix the issue.

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This is what I want to know too. I’m not using Nanite for any part of my project so I turned off all Nanite features, but this message won’t go away. I don’t want to generate fallback meshes for Nanite if I’m not using Nanite for anything. Very annoying that we have to dig into the code and find work arounds for something like this, it’s like pulling teeth just to get the engine to work the way it should by default.

@bezik7124 @bezik7124

Would like to know this too. I’ve tried the method @TorQueMoD mentioned, even going back and forth enabling and disabling nanite on both static and skeletal meshes, r.nanite 0, generate fallback nanite meshes set to false… yet this warning still appears.

Nanite supports skeletal meshes and foliage now too, so make sure you turn it off for those as well if any exist in your project. Chances are you missed a nanite enabled mesh in your content browser though.

I’ve disabled this on every single SM, SKM, and Foliage, and this message still appears for me. 5.6.0