# \#Nanite

**URL:** https://forums.unrealengine.com/tag/nanite/29.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

---

## [Batch Toolset Nine in One](https://forums.unrealengine.com/t/batch-toolset-nine-in-one/2840258)

<div class="topic-metadata">

**Author:** [@UNRealBrush](https://forums.unrealengine.com/u/UNRealBrush)\
**Replies:** 2\
**Last updated:** [October 30, 2026, 6:09am UTC](https://forums.unrealengine.com/t/batch-toolset-nine-in-one/2840258 "2026-10-30T06:09:19Z")

</div>

Batch Toolset brings nine practical workflows into one dockable Unreal Editor panel. Select and modify Level Actors and Content Browser assets without repeating the same setup one object at a time.Check here https://w…

---

## [\[5.8\] Nanite: Owner No See mesh with Cast Hidden Shadow casts no shadow for its owner's camera (virtual shadow maps)](https://forums.unrealengine.com/t/5-8-nanite-owner-no-see-mesh-with-cast-hidden-shadow-casts-no-shadow-for-its-owners-camera-virtual-shadow-maps/2845872)

<div class="topic-metadata">

**Author:** [@JolietBlues](https://forums.unrealengine.com/u/JolietBlues)\
**Replies:** 0\
**Last updated:** [October 27, 2026, 7:19pm UTC](https://forums.unrealengine.com/t/5-8-nanite-owner-no-see-mesh-with-cast-hidden-shadow-casts-no-shadow-for-its-owners-camera-virtual-shadow-maps/2845872 "2026-10-27T19:19:44Z")

</div>

Summary Unreal Engine 5.8.2, built from the GitHub source release (tag 5.8.2-release). The shader at fault is byte-for-byte the same in the 5.8.4 source. A static mesh component with Nanite on, Owner No See on and Cast …

---

## [Twinmotion 2025.2 vs 2026.2 Preview: SketchUp models not loading, crashes on lighting, FBX and Nanite issues — requesting help with diagnostics](https://forums.unrealengine.com/t/twinmotion-2025-2-vs-2026-2-preview-sketchup-models-not-loading-crashes-on-lighting-fbx-and-nanite-issues-requesting-help-with-diagnostics/2845054)

<div class="topic-metadata">

**Author:** [@Bananadelfin\_123](https://forums.unrealengine.com/u/Bananadelfin_123)\
**Replies:** 0\
**Last updated:** [October 25, 2026, 5:24pm UTC](https://forums.unrealengine.com/t/twinmotion-2025-2-vs-2026-2-preview-sketchup-models-not-loading-crashes-on-lighting-fbx-and-nanite-issues-requesting-help-with-diagnostics/2845054 "2026-10-25T17:24:08Z")

</div>

Hi everyone! I need help diagnosing critical issues in Twinmotion that make work impossible; support hasn’t responded yet. I’ve collected maximum data, logs, and clear reproduction steps, plus compared behavior across tw…

---

## [\[UE 5.8.2\]\[DX12\] Repeated DEVICE\_HUNG crashes in Nanite/VSM shortly after map load on RTX 4080 SUPER ](https://forums.unrealengine.com/t/ue-5-8-2-dx12-repeated-device-hung-crashes-in-nanite-vsm-shortly-after-map-load-on-rtx-4080-super/2836649)

<div class="topic-metadata">

**Author:** [@bryanna030](https://forums.unrealengine.com/u/bryanna030)\
**Replies:** 1\
**Last updated:** [October 20, 2026, 5:17pm UTC](https://forums.unrealengine.com/t/ue-5-8-2-dx12-repeated-device-hung-crashes-in-nanite-vsm-shortly-after-map-load-on-rtx-4080-super/2836649 "2026-10-20T17:17:43Z")

</div>

Summary Unreal Engine 5.8.2 repeatedly encounters DXGI\_ERROR\_DEVICE\_HUNG shortly after the opening map becomes available, usually two or three frames after map loading completes. The issue reproduces on an RTX 4080 SUPER…

---

## [Nanite Voxelization is Noisy](https://forums.unrealengine.com/t/nanite-voxelization-is-noisy/2702720)

<div class="topic-metadata">

**Author:** [@I\_OOF\_69](https://forums.unrealengine.com/u/I_OOF_69)\
**Replies:** 5\
**Last updated:** [October 8, 2026, 5:04pm UTC](https://forums.unrealengine.com/t/nanite-voxelization-is-noisy/2702720 "2026-10-08T17:04:27Z")

</div>

Nanite Voxelization is very very noisy, it ruins visual clarity. I’m forced to use TSR to rid it, even then theres a bit of shimmer. Nanite, Lumen, VSM have their own noise but its not too bad and usually mitigated by T…

---

## [Megascans trees with nanite and virtual shadow maps glitch](https://forums.unrealengine.com/t/megascans-trees-with-nanite-and-virtual-shadow-maps-glitch/1331351)

<div class="topic-metadata">

**Author:** [@Nick.Ster](https://forums.unrealengine.com/u/Nick.Ster)\
**Replies:** 5\
**Last updated:** [September 28, 2026, 6:47pm UTC](https://forums.unrealengine.com/t/megascans-trees-with-nanite-and-virtual-shadow-maps-glitch/1331351 "2026-09-28T18:47:21Z")

</div>

I have problem with shadows and Megascans trees. When nanite and ray tracing are enabled, trees are moving (with the wind) but shadows don’t, without ray tracing shadows are moving but some of them (like small branches s…

---

## [Having issues using Quixel Megaplants/Nanite Foliage with Pathtracer?](https://forums.unrealengine.com/t/having-issues-using-quixel-megaplants-nanite-foliage-with-pathtracer/2703286)

<div class="topic-metadata">

**Author:** [@ntoldiRB1](https://forums.unrealengine.com/u/ntoldiRB1)\
**Replies:** 6\
**Last updated:** [September 28, 2026, 5:23pm UTC](https://forums.unrealengine.com/t/having-issues-using-quixel-megaplants-nanite-foliage-with-pathtracer/2703286 "2026-09-28T17:23:31Z")

</div>

Hi, I recently upgraded to 5.7 hoping to take advantage of Quixel Megaplants/PCG/Nanite Foliage. However, I am running into some issues. I work in Arch VIZ and primarily use Pathtrace. The new megaplants are using a fal…

---

## [Weird Nanite Landscape Shadows.](https://forums.unrealengine.com/t/weird-nanite-landscape-shadows/2832709)

<div class="topic-metadata">

**Author:** [@DanielOS96](https://forums.unrealengine.com/u/DanielOS96)\
**Replies:** 1\
**Last updated:** [September 20, 2026, 12:39pm UTC](https://forums.unrealengine.com/t/weird-nanite-landscape-shadows/2832709 "2026-09-20T12:39:53Z")

</div>

I am getting weird shadow issues on my landscape, disabling dynamic shadows fixed this by removing all the sand ripple shadows but I would like to get them working if possible, also the displacement that I am doing creat…

---

## [Nanite Displacement bugged in exact same Landscape in UE 5.8 but not in UE 5.7](https://forums.unrealengine.com/t/nanite-displacement-bugged-in-exact-same-landscape-in-ue-5-8-but-not-in-ue-5-7/2739815)

<div class="topic-metadata">

**Author:** [@futech1](https://forums.unrealengine.com/u/futech1)\
**Replies:** 3\
**Last updated:** [September 17, 2026, 5:11pm UTC](https://forums.unrealengine.com/t/nanite-displacement-bugged-in-exact-same-landscape-in-ue-5-8-but-not-in-ue-5-7/2739815 "2026-09-17T17:11:40Z")

</div>

Summary Hi Unreal team, I have an example map from a youtube content creator (Unreal Sensei) that explains nanite displacement for Landscape auto materials, however the displacement is not working in UE 5.8 despite tess…

---

## [UE 5.7.4 — Use-after-free of FD3D12SamplerState in FD3D12DescriptorCache::BuildSamplerTable during Nanite BasePass](https://forums.unrealengine.com/t/ue-5-7-4-use-after-free-of-fd3d12samplerstate-in-fd3d12descriptorcache-buildsamplertable-during-nanite-basepass/2746946)

<div class="topic-metadata">

**Author:** [@lucasr94](https://forums.unrealengine.com/u/lucasr94)\
**Replies:** 4\
**Last updated:** [September 4, 2026, 12:47pm UTC](https://forums.unrealengine.com/t/ue-5-7-4-use-after-free-of-fd3d12samplerstate-in-fd3d12descriptorcache-buildsamplertable-during-nanite-basepass/2746946 "2026-09-04T12:47:50Z")

</div>

Summary Reproducible EXCEPTION\_ACCESS\_VIOLATION in the D3D12 RHI while binding sampler descriptors for a Nanite base-pass compute shader. The faulting instruction dereferences a FD3D12SamplerState\* that passes a null c…

---

## [FPOM - Fast Parallax Occlusion Mapping](https://forums.unrealengine.com/t/fpom-fast-parallax-occlusion-mapping/2746786)

<div class="topic-metadata">

**Author:** [@hallatore](https://forums.unrealengine.com/u/hallatore)\
**Replies:** 2\
**Last updated:** [August 30, 2026, 8:16pm UTC](https://forums.unrealengine.com/t/fpom-fast-parallax-occlusion-mapping/2746786 "2026-08-30T20:16:06Z")

</div>

I’ve been working on a new POM material function node. It aims to be a cost effective alternative to Nanite Displacement, bridging the gap between traditional POM and Nanite Displacement. Some notable features: Works …

---

## [Nanite Landscape does not show layer blend materials](https://forums.unrealengine.com/t/nanite-landscape-does-not-show-layer-blend-materials/2733812)

<div class="topic-metadata">

**Author:** [@Jono0x](https://forums.unrealengine.com/u/Jono0x)\
**Replies:** 4\
**Last updated:** [August 28, 2026, 3:24pm UTC](https://forums.unrealengine.com/t/nanite-landscape-does-not-show-layer-blend-materials/2733812 "2026-08-28T15:24:05Z")

</div>

Summary My landscape material does not work correctly on my Nanite Landscape if it is using Landscape Layer Blend. What Type of Bug are you experiencing? World Creation Tools Steps to Reproduce Create a Nanite landsca…

---

## [Add A Base Mesh In Houdini For Static Mesh Assemblies](https://forums.unrealengine.com/t/add-a-base-mesh-in-houdini-for-static-mesh-assemblies/2746173)

<div class="topic-metadata">

**Author:** [@LevelPixelLevel](https://forums.unrealengine.com/u/LevelPixelLevel)\
**Replies:** 0\
**Last updated:** [August 24, 2026, 6:05pm UTC](https://forums.unrealengine.com/t/add-a-base-mesh-in-houdini-for-static-mesh-assemblies/2746173 "2026-08-24T18:05:25Z")

</div>

Hello, I’m trying to add a base mesh to a Nanite Static Mesh Assembly in Houdini using the Nanite Schemes. Here is an example from the tutorial files provided here: Nanite Assemblies in USD: Part 2 - Houdini Tutorials |…

---

## [Environment created in Unreal Engine 5.7](https://forums.unrealengine.com/t/environment-created-in-unreal-engine-5-7/2743991)

<div class="topic-metadata">

**Author:** [@schrodinger\_N7](https://forums.unrealengine.com/u/schrodinger_N7)\
**Replies:** 0\
**Last updated:** [August 15, 2026, 2:20pm UTC](https://forums.unrealengine.com/t/environment-created-in-unreal-engine-5-7/2743991 "2026-08-15T14:20:32Z")

</div>

Artstation: https://www.artstation.com/artwork/V8g6JN Cinematic: https://www.youtube.com/watch?v=1IT-RArXAV8 Gameplay: https://www.youtube.com/watch?v=Oxb0rnb3itc&

---

## [Nanite Tesselation Displacement breaks when near camera on large mesh.](https://forums.unrealengine.com/t/nanite-tesselation-displacement-breaks-when-near-camera-on-large-mesh/2659059)

<div class="topic-metadata">

**Author:** [@kurylo3d](https://forums.unrealengine.com/u/kurylo3d)\
**Replies:** 1\
**Last updated:** [August 12, 2026, 9:44am UTC](https://forums.unrealengine.com/t/nanite-tesselation-displacement-breaks-when-near-camera-on-large-mesh/2659059 "2026-08-12T09:44:06Z")

</div>

I notice that if i scale the mesh to .01 the tesselation doesnt seem to break. So how do i fix this… ?its a massive parking lot mesh. Nanite Tesselation Displacement breaks when near camera on large mesh

---

## [\[UE 5.7.4\] Flickering/shimmering lighting on foliage (trees) - Nanite + Lumen](https://forums.unrealengine.com/t/ue-5-7-4-flickering-shimmering-lighting-on-foliage-trees-nanite-lumen/2742280)

<div class="topic-metadata">

**Author:** [@SimmoSavage](https://forums.unrealengine.com/u/SimmoSavage)\
**Replies:** 0\
**Last updated:** [August 9, 2026, 12:34pm UTC](https://forums.unrealengine.com/t/ue-5-7-4-flickering-shimmering-lighting-on-foliage-trees-nanite-lumen/2742280 "2026-08-09T12:34:05Z")

</div>

Summary Hi everyone, I’m getting persistent light flickering/shimmering on foliage actors (trees) placed in my scene, and I can’t pin down the cause. Looking for guidance on what to check. What Type of Bug are you expe…

---

## [Backporting fix to animation in Dynamic Wind Plugin](https://forums.unrealengine.com/t/backporting-fix-to-animation-in-dynamic-wind-plugin/2740303)

<div class="topic-metadata">

**Author:** [@Pete\_the\_B](https://forums.unrealengine.com/u/Pete_the_B)\
**Replies:** 0\
**Last updated:** [August 3, 2026, 10:23am UTC](https://forums.unrealengine.com/t/backporting-fix-to-animation-in-dynamic-wind-plugin/2740303 "2026-08-03T10:23:20Z")

</div>

The plugin doesn’t animate foliage correctly when it’s spawned on the GPU. A fix already landed some time ago in ue5-main. Can someone at Epic say if it can be backported to 5.8?

---

## [UE5.8 material “Landscape Layer Blend” Issue ](https://forums.unrealengine.com/t/ue5-8-material-landscape-layer-blend-issue/2738284)

<div class="topic-metadata">

**Author:** [@Exwalt1](https://forums.unrealengine.com/u/Exwalt1)\
**Replies:** 0\
**Last updated:** [July 25, 2026, 1:03pm UTC](https://forums.unrealengine.com/t/ue5-8-material-landscape-layer-blend-issue/2738284 "2026-07-25T13:03:20Z")

</div>

Summary On a World Partition map, a Landscape whose material uses a Landscape Layer Blend node renders completely black as soon as Nanite is enabled on the Landscape. The material and layers are set up correctly (Layer I…

---

## [Nanite making my meshes super low poly and causing shading issues](https://forums.unrealengine.com/t/nanite-making-my-meshes-super-low-poly-and-causing-shading-issues/1315039)

<div class="topic-metadata">

**Author:** [@Grimgorkos1](https://forums.unrealengine.com/u/Grimgorkos1)\
**Replies:** 5\
**Last updated:** [July 13, 2026, 9:00pm UTC](https://forums.unrealengine.com/t/nanite-making-my-meshes-super-low-poly-and-causing-shading-issues/1315039 "2026-07-13T21:00:27Z")

</div>

Hello everyone, I’ve been fighting with this problem for a few days now and cant seem to figure out the issue. I am working with a high-poly detailed model of a vehicle with over 45mio polygons. I have imported the mode…

---

## [Skeletal mesh nanite and LoD incompatibility](https://forums.unrealengine.com/t/skeletal-mesh-nanite-and-lod-incompatibility/2732739)

<div class="topic-metadata">

**Author:** [@Coke\_Abad](https://forums.unrealengine.com/u/Coke_Abad)\
**Replies:** 0\
**Last updated:** [July 1, 2026, 11:28am UTC](https://forums.unrealengine.com/t/skeletal-mesh-nanite-and-lod-incompatibility/2732739 "2026-07-01T11:28:43Z")

</div>

Enabling Nanite, disable completely the calculations of LoD levels, witch are used in animation blueprints to disable heavy processing nodes, and for removing bone evaluation. problem seems to come from FSkinnedScenePro…

---

## [Nanite and Animation LoDThreshold not working together](https://forums.unrealengine.com/t/nanite-and-animation-lodthreshold-not-working-together/2732695)

<div class="topic-metadata">

**Author:** [@Coke\_Abad](https://forums.unrealengine.com/u/Coke_Abad)\
**Replies:** 2\
**Last updated:** [July 1, 2026, 10:19am UTC](https://forums.unrealengine.com/t/nanite-and-animation-lodthreshold-not-working-together/2732695 "2026-07-01T10:19:04Z")

</div>

I’m encountering an issue currently with nanite for skeletal meshes and animation optimizations. When I’m enabling nanite for a skeletal mesh, LoD stops getting calculated, Get predictedLoDLevel returns always 0, it mak…

---

## [Nanite Foliage / PVE is not compatible with Ray Traced Shadows ? ](https://forums.unrealengine.com/t/nanite-foliage-pve-is-not-compatible-with-ray-traced-shadows/2730552)

<div class="topic-metadata">

**Author:** [@Pitouww](https://forums.unrealengine.com/u/Pitouww)\
**Replies:** 2\
**Last updated:** [June 22, 2026, 3:33pm UTC](https://forums.unrealengine.com/t/nanite-foliage-pve-is-not-compatible-with-ray-traced-shadows/2730552 "2026-06-22T15:33:07Z")

</div>

Hello ! I have a pretty concerning problem : I can’t get Ray Traced shadows ot work with SKMs Nanite Foliage. No matter which CVAR I Input in the console, which settings I enable/disable in the nanite tab of the asset, …

---

## [Nanite rendering bug with displacement fade enabled](https://forums.unrealengine.com/t/nanite-rendering-bug-with-displacement-fade-enabled/2730428)

<div class="topic-metadata">

**Author:** [@John70176162](https://forums.unrealengine.com/u/John70176162)\
**Replies:** 0\
**Last updated:** [June 22, 2026, 6:45am UTC](https://forums.unrealengine.com/t/nanite-rendering-bug-with-displacement-fade-enabled/2730428 "2026-06-22T06:45:22Z")

</div>

Summary Rendering glitches and crashes in unreal 5.8 with nanite displacement fade enabled on a material. What Type of Bug are you experiencing? Rendering (Graphics / Niagara) Steps to Reproduce Just enable nanite tess…

---

## [Crash when exporting a tree with custom Nanite Assemblies in Procedural Vegetation Editor](https://forums.unrealengine.com/t/crash-when-exporting-a-tree-with-custom-nanite-assemblies-in-procedural-vegetation-editor/2730267)

<div class="topic-metadata">

**Author:** [@iva\_creative](https://forums.unrealengine.com/u/iva_creative)\
**Replies:** 1\
**Last updated:** [June 21, 2026, 12:24pm UTC](https://forums.unrealengine.com/t/crash-when-exporting-a-tree-with-custom-nanite-assemblies-in-procedural-vegetation-editor/2730267 "2026-06-21T12:24:24Z")

</div>

Crash when exporting a tree with custom Nanite Assemblies in Procedural Vegetation Editor (UE 5.8) Description I created a custom Nanite Assembly from a combination of static meshes using Scripted Actor Actions \> Nanite…

---

## [Amusement Park Wonderland Carnival](https://forums.unrealengine.com/t/amusement-park-wonderland-carnival/2729194)

<div class="topic-metadata">

**Author:** [@polygonexperts1](https://forums.unrealengine.com/u/polygonexperts1)\
**Replies:** 0\
**Last updated:** [June 17, 2026, 5:39am UTC](https://forums.unrealengine.com/t/amusement-park-wonderland-carnival/2729194 "2026-06-17T05:39:27Z")

</div>

Get it on Fab : :clapper\_board: Asset ShowCase : :clapper\_board: Process of creation Wonderland Carnival For GLAMOUR music video: Overview Wonderland Carnival is a fantasy amusement park …

---

## [Simple Tree Generator updated!](https://forums.unrealengine.com/t/simple-tree-generator-updated/2727527)

<div class="topic-metadata">

**Author:** [@nadph7](https://forums.unrealengine.com/u/nadph7)\
**Replies:** 0\
**Last updated:** [June 9, 2026, 7:42pm UTC](https://forums.unrealengine.com/t/simple-tree-generator-updated/2727527 "2026-06-09T19:42:44Z")

</div>

Simple Tree Generator now lets you create voxelized nanite trees in Unreal Engine 5 with the Dynamic Wind System! The video below shows the tree creation process. Link to the “Simple Tree Generator” on…

---

## [Unable to disable Nanite on static meshes spawned via Scene Graph prefab](https://forums.unrealengine.com/t/unable-to-disable-nanite-on-static-meshes-spawned-via-scene-graph-prefab/2720424)

<div class="topic-metadata">

**Author:** [@lantram](https://forums.unrealengine.com/u/lantram)\
**Replies:** 1\
**Last updated:** [May 27, 2026, 10:00am UTC](https://forums.unrealengine.com/t/unable-to-disable-nanite-on-static-meshes-spawned-via-scene-graph-prefab/2720424 "2026-05-27T10:00:41Z")

</div>

Summary UEFN currently exposes no way to disable Nanite on static meshes that are spawned through Scene Graph prefab components. The only working Nanite disable control in UEFN, the Disallow Nanite property, appears sole…

---

## [Non-nanite Marking Job Queue Overflow warning](https://forums.unrealengine.com/t/non-nanite-marking-job-queue-overflow-warning/2172645)

<div class="topic-metadata">

**Author:** [@xpprairiedog](https://forums.unrealengine.com/u/xpprairiedog)\
**Replies:** 19\
**Last updated:** [May 20, 2026, 4:43am UTC](https://forums.unrealengine.com/t/non-nanite-marking-job-queue-overflow-warning/2172645 "2026-05-20T04:43:55Z")

</div>

I just updated to Unreal version 5.5 and I started seeing this warning when I play the game in the editor: \[VSM\] Non-Nanite Marking Job Queue overflow. Performance may be affected. This occurs when many non-nanite meshe…

---

## [Best Game Mesh Approach for FP Weapon Nanite Meshes? ](https://forums.unrealengine.com/t/best-game-mesh-approach-for-fp-weapon-nanite-meshes/2723107)

<div class="topic-metadata">

**Author:** [@cvelazq](https://forums.unrealengine.com/u/cvelazq)\
**Replies:** 1\
**Last updated:** [May 20, 2026, 2:36am UTC](https://forums.unrealengine.com/t/best-game-mesh-approach-for-fp-weapon-nanite-meshes/2723107 "2026-05-20T02:36:19Z")

</div>

Hello! I’m a weapons / hard surface artist doing some research into different workflows for weapon Nanite game meshes for FPS games. I’d like to better understand the implications on performance and quality of each metho…

---

## [Foliage nanite and pathtracing](https://forums.unrealengine.com/t/foliage-nanite-and-pathtracing/2603151)

<div class="topic-metadata">

**Author:** [@andreaiga](https://forums.unrealengine.com/u/andreaiga)\
**Replies:** 1\
**Last updated:** [May 13, 2026, 11:27pm UTC](https://forums.unrealengine.com/t/foliage-nanite-and-pathtracing/2603151 "2026-05-13T23:27:33Z")

</div>

Hi guys, I’m currently working on a cinematic for an automotive project, we are using the path trace re for rendering. I would like to know more about how to set up foliage assets and what actually works and what not. F…

[Next page](https://forums.unrealengine.com/tag/nanite/29.md?match_all_tags=true&page=1&tags%5B%5D=Nanite)
