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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