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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This is because you have virtual shadow maps turned on. VSM is supposed to be used with Nanite only, so you either need to make every mesh in your project into a Nanite mesh, or search your project settings for “Shadow” and change the Shadow Map Method to Shadow maps which work with non-nanite geometry.

Basically, you should either use all Nanite meshes, or all traditional meshes in your project. If you’re going to go all nanite, make sure your meshes are actually high poly. Otherwise you’ll run into more rendering issues.

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no work for me. when i change this option the UE crash

What should I do if there are many vegetation models,if Convert them into nanite,my fps has dropped a lot

I just noticed today the same message suddenly appeared, though all the static meshes in my project are nanite enabled. I noticed it pops up only when i drag out in the scene a static mesh which i created by converting other nanite static meshes that were grouped up together already in the scene. Before this moment, I’ve never got that message.
performance doesn’t seem to be affected though, so it might just be a small bug on UE’s end?

EDIT: ok, that’s weird. I just switched to nanite visualization mode with the mask, and some of the converted grouped static meshes, allthough appear to be nanite-enabled, still look red under the mask visualization, instead of green. I don’t even understand why some of them are allright and some others aren’t, since the grouped static meshes are all composed by the same static meshes, just with different material instances applied, or position in the scene…(i’m creating an asset pack with pre-builded variants that I would like to include in the asset browser for the users to be facilitated). Sounds like a bug to me, but am not expert about it honestly.

Just needs tweaking. Use either LOD or Nanite, and switch between virtual shadow maps and shadow maps. Whatever best fits your scene. You can mix up the two a bit here and there but over doing it will cause some problems.

You need to make sure they are nanite foliage. This means no cards and material masks, but pure geometry. Regular foliage converted into a nanite mesh doesn’t work properly and will result in poor performance.

Simply enabling Nanite on meshes that weren’t made for nanite will not improve your performance. Nanite is built to work with very high poly meshes. If you’re converting regular poly (Last gen) models into nanite, it’s not going to magically improve performance. Nanite is a new form of LODs. It’s not a performance enhancer.