"[VSM] Non-Nanite Marking Job Queue Overflow” ...Warning Despite All Meshes Being Nanite Enabled

Hello everyone,

I’m running into the following warning in UE 5.7 and haven’t been able to resolve it:

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

I’ve verified that all of my meshes have Nanite enabled, so I’m not sure why this is still happening.

My scene contains 11 buildings, each set up as a Blueprint actor.
When I enable Nanite Visualization → Mask, all of them appear red.
I tried removing the Blueprint actors and replacing them with plain Static Mesh Actors, but they still show up red.

Has anyone experienced this before or found a proper fix or workaround?

Thanks in advance.