Why does Nanite not work?

in UE 5.8 I have had this issue in multiple projects with various content. Nanite is enabled in the project, DX 12 is turned on, and SM6 is enabled and I can turn on nanite visualization and see that it works on some assets. Technically nanite should be working, but so many assets are using a fallback mesh instead of nanite streaming.

It’s not just my content either. Assets from Dekogon, Leartes, Freshcan - some of the most professional content creators on Fab.

It seems like an engine setting issue, not an asset issue, but I can’t for the life of me figure out why the assets aren’t working.

Here’s an example of a Dekogon bus. There was also a ship in a Leartes pack having the exact same issue. I can’t imagine these content creators are uploading assets that don’t work. These guys are typically very thorough.

When I tried to disable nanite on the Leartes ship to re-enable it again, it froze the editor. I’m hesitant to try it again.

Nanite is enabled on the mesh, but it always uses the fallback mesh.

Adjusting the Relative error also does nothing, but its a workaround at best, not a solution. I want to understand why it’s actually broken.

Need to split the translucent parts off into their own non-nanite mesh

I want to understand why it’s actually broken

Nanite doesn’t support translucency so when a translucent material is added to the mesh, it uses the fallback instead.

Think there might be an experimental translucency mode for Nanite via cvar in 5.8, or maybe just in ue5-main.