UE 5 Nanite not working with imported meshes

Hello everyone,

I’ve been trying to import a couple of meshes from Zbrush and Blender in UE5 and I can’t seem to have Nanite working properly after enabling the option.

The mesh from Zbrush is about 450k polygons.
I tried to :
-enable nanite in the importe option and disable the create lightmaps option

  • checked that the option was enable in the static mesh window, and double checking that it was a nanite mesh by enabling vizualize wireframe ( the mesh disappeared which means it’s a nanite asset)
    -reclick on Enable Nanite when right clicking on the static mesh itself
    -Import a simple sphere from blender

The result is the same, no matter what distance the camera is from the mesh it doesn’t change the amount of polygon of the asset.
Next to the imported asset I have a quixel asset that works perfectly fine.

Could someone point me to what I’m missing here please ?

thanks in advance

Varte

1 Like

same issues with me

bumping this issue even in 5.3

If you had a previously imported mesh and you didnt tick Enable nanites on the import window.

doing it later on gives a very low poly look on all the meshes I have found un-fixable.
(fresh imports of the same file with nanite enabled at import dialog works, ruling out project setting issues)

This problem is highlighted even more as an unreal bug when you go in to editor preferences and tick on “enable import dialog box on reimport”

when you right click the old mesh → reimport, the dialog box comes up
and “enable nanite” option is suddenly missing from the mesh settings ( like its an import from an old non nanite-able version of unreal)

So theres something foundationally off or legacy in the unreal code that they havent properly updated… Please fix!