Non-nanite Marking Job Queue Overflow warning

I just updated to Unreal version 5.5 and I started seeing this warning when I play the game in the editor:

[VSM] Non-Nanite Marking Job Queue overflow. Performance may be affected. This occurs when many non-nanite meshes cover a large area of the shadow map

This warning appears and disappears as I move throughout the map. I used box brushes to create the level and I only have about 50 of them. It’s an outdoor scene, I only have 1 directional light, but I have a SkyAtmosphere, VolumetricCloud, and ExponentialHeightFog. I’m not sure if it matters but I also have a PostProcessVolume that applies a toon shader outline.

I’m new to Unreal so are 50 box brushes a lot for one level? Has anyone else seen a warning like this? Is there some Nanite setting I can find to fix this?

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Hi there mate. So I was encountering the same issue as you, but my fix was simple: All Boxes/Planes/Static meshes, double click on them and enable Nanite Support on them. Hope this helps.

I’m having this pop up aswell. I have a simple scene with maybe 15 megascans assets, 5 of them closer together. When I move by those closer together I get the same warning.

I don’t want to use Nanite since I use LODs, and I have also turned off Nanite in the project settings. Despite the warning, performance doesn’t seem to be that badly affected, I get easily 90fps no matter what.

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I get the same warning when update the project from UE5.4 to UE5.5.

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Same. Upgraded from 5.4 to 5.5 and have the same warning. Most of my Meshes have Nanite enabled but a few disabled because they broke when i enable it. No performance issues when packaged.

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This is checked for me and it still is giving me the message. Any help?

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I think its worth noting the entire message. This occurs when non-nanite meshes cover a large area of the shadow map.

I can only conclude that if you are using shadow map in your render settings along with many non-nanite meshes, you will get this message.

the problem I am having is that when I turn nanite on for all of my static meshes, some of them break and its very difficult and time consuming to go through each one of them 1 by 1.

Hope this helps.

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