Shader Model 6 Required Warning

I’m not using Nanite. Its not enabled. I don’t have any assets with Nanite enabled (You can search for nanite enabled), but I get this error every time I open the editor.


How do I get this to stop warning me every day?

bumping! using UE5.5.3 i disabled Nanite in the project settings (because low poly and masked materials) and just enabled Vulkan (disabled DirectX). When clicking Dismiss:

  • the button just does not dismiss the message (the message remains, occupying the editor).

  • or the editor crashes with this error (i do not have any SparseVolumeTexture in my project):

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000000d000008

UnrealEditor_Engine!`FComputeShaderUtils::AddPass<FSparseVolumeTextureUpdatePageTableCS>'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:7321]
UnrealEditor_Engine!UStaticMesh::ExecuteBuildInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:872]
(...)
  • or the editor crashes with this error:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000

UnrealEditor_SlateCore!DestructItems<TWeakPtr<SWidget,1>,int>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\MemoryOps.h:109]
UnrealEditor_SlateCore!FWeakWidgetPath::~FWeakWidgetPath()
UnrealEditor_Slate!TSet<TTuple<unsigned int,FWeakWidgetPath>,TDefaultMapHashableKeyFuncs<unsigned int,FWeakWidgetPath,0>,FDefaultSetAllocator>::Emplace<TPairInitializer<unsigned int && __ptr64,FWeakWidgetPath && __ptr64> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Set.h:760]
UnrealEditor_Slate!FSlateUser::NotifyPointerMoveComplete() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateUser.cpp:1087]
(...)

i might be late but heres what worked for me:
(this has bulk editing in it, so make sure to backup just in case)

  • open your content browser and navigate to “Content” folder
  • filter for “Static Mesh” using that three lines icon
  • select all meshes that show up and right click and go to “Nanite” and make sure it is disabled.
  • if that doesnt seem to do anything then right click on the meshes again and go to “Assets Actions”>”Edit Selection in Property Matrix” and load all assets in
  • search for “nanite” in the details panel and disable it
  • restart unreal and you should not see the pop up any more (hopefully)

for the record, im using unreal engine 5.6 with SM5 and DirectX11

Thanks this worked for me as well. I’m on UE 5.8, using DX11 with the Mobile Renderer. I had all of the Nanite settings turned off, but some of the base Lyra meshes have Nanite turned on by default.