[VSM] Non-Nanite Marking Job Queue overflow...

Hi,

I’ve discussed this with some colleagues who have noticed the same warning. Apparently this warning can appear if the scene has lots of shadow casting lights or contains a (shadow casting) particle system, even if there are few non-Nanite meshes.

Just to confirm, do you want to see a list of offending (non-Nanite) meshes when the warning is displayed? That is currently not implemented, but I can potentially pass this as a feature request to Epic.

One way to list Nanite and non-Nanite meshes is via the Property Matrix (in the Outliner, bulk select all meshes, right-click and choose “Edit selection in property matrix”, press the pin next to Nanite>Enable Nanite, in the content browser you can do the same by right-clicking a selection and choosing Asset Actions).

Best,

Sam