Description

Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled.

To re-enable Nanite on the mesh, the asset needs to be deleted and imported again to fix it. Reimporting does not solve the issue.

Steps to Reproduce

1. Download the attached test project and open
2. Enter PIE
3. Import the FBX located at "<Project>/Export/Cube.FBX". Make sure it imports with Nanite enabled.
4. Open the newly imported Static Mesh asset
5. Observe that there is no geometry.
6. Exit PIE
7. Reimport the newly imported Static Mesh asset from the Static Mesh Editor
8. Observe that there is now geometry
9. Observe that the Static Mesh editor reports that Nanite is enabled, but does not report any Nanite Triangle / Vertex counts.
10. Add the newly imported mesh to the world
11. Activate any Nanite visualization view mode
12. Observe that the newly imported mesh is not using Nanite.
13. Disable, then Enable Nanite on the newly imported mesh
14. Repeat step 12, and observe that Nanite is still not enabled.
15. Delete the newly imported mesh
16. Import the same FBX, with Nanite enabled.
17. Repeat steps 10 - 12, but observe that Nanite is now enabled on the newly imported mesh.

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Unresolved
CreatedMar 12, 2025
UpdatedMar 13, 2025
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