In brief
- Nanite dynamically processes geometry based on visible screen detail, eliminating the need for manual LOD setup.
- Nanite is a good option for models with dense geometry or many instances in a scene.
- Virtual Shadow Maps are designed to work with Nanite and can be selected as a shadow method in Unreal Engine 5 projects.
- Epic Games recommends SSD storage for runtime streaming; performance should be measured based on the content and hardware combination.
What will you learn in this guide?
In these steps, you’ll learn how to enable Nanite for supported models in an architectural scene, set the shadow method to Virtual Shadow Maps, and understand which limitations to watch for when reviewing the results. Nanite processes the visible portions of high-detail geometry and streams data as needed. Virtual Shadow Maps (VSM) are designed for high-resolution shadows and are recommended for use with Nanite.
This combination can be considered for scenes with dense façade elements, detailed environment models, and many objects. However, don’t assume every asset will produce the same results on every system: Epic Games recommends measuring instance count, triangles per mesh, material complexity, output resolution, and performance together.
Requirements
Software: The Nanite and VSM documentation covers Unreal Engine 5 features. Since the sources don’t specify a particular minimum version, no exact version requirement is given here.
Content: Nanite can be enabled on Static Meshes and Geometry Collections. Nanite-enabled geometry can be used with component types such as static mesh, skeletal mesh, instanced static mesh, spline mesh, hierarchical instanced static mesh, geometry collection, foliage painter, and landscape grass.
Storage: Since Nanite streams data from disk as needed during runtime, Epic Games recommends SSD storage for runtime use.
Lighting decision: If the project doesn’t use precomputed lighting with Lightmass, it’s recommended to disable Generate Lightmap UVs during Nanite import. Adding a UV channel to dense geometry can increase data size and import/build times.
Account and hardware: The sources don’t specify account requirements or minimum hardware. Test performance with the actual scene and target hardware.
Steps
Identify suitable models for the scene. Models with many triangles, triangles that are small on screen, many instances, or that occlude other Nanite geometry are good candidates. In an architectural scene, start by testing detailed environment or façade models that meet these criteria; don’t choose based on the model name alone.
Enable Nanite when importing a new model. Check the Build Nanite box during import. If the model is already in the project, select the relevant Static Mesh assets in the Content Browser, right-click, and choose Nanite > Enable. For a single model, open the asset editor and use Nanite Settings > Enable Nanite Support in the Details panel.
Decide on lightmap UVs. For projects that don’t use precomputed lighting with Lightmass, consider disabling Generate Lightmap UVs. The source notes that high-detail geometry can increase import and static mesh build times; an additional UV channel can also add significant data for dense meshes. Don’t change this setting arbitrarily before settling on a lighting approach.
Set the shadow method in the project settings. In Project Settings, go to Engine > Rendering > Shadows and set Shadow Map Method to Virtual Shadow Maps. According to the source, VSM is the default for new projects created in Unreal Engine 5. For projects created before Unreal Engine 5.0, you may need to enable the setting through the project option or the
r.Shadow.Virtual.Enableconsole variable.Check light types and shadow behavior. Stationary Lights using traditional shadow maps are not supported with Nanite; projects using Nanite should use Movable Lights or Virtual Shadow Maps. When VSM is enabled, various legacy shadow methods are replaced by this system. Shadows baked with Static Lights only will continue to work if Lumen isn’t being used. Test the lighting setup with these differences in mind.
Review the scene from different angles and measure performance. Nanite changes triangle clusters based on visible detail and loads data as needed. So don’t judge the results from just one camera angle. Inspect geometry streaming with Nanite visualization modes, and keep in mind that camera or light movement can cause VSM shadow pages to be regenerated. Evaluate performance using your scene, output resolution, and hardware.
Common mistakes and limitations
Enabling Nanite on every model without exception: Epic Games generally recommends using it wherever possible on supported platforms, but notes that exceptions and practical limits exist. For example, a model that appears large on screen, doesn’t occlude other geometry, and has only one instance in the scene—such as a single sky sphere—may be a less compelling candidate. Confirm your decision with measurements.
Assuming every kind of deformation is supported: Nanite supports dynamic translation, rotation, and non-uniform scaling applied to the entire object. Use of World Position Offset through materials is limited, and deformation with Morph Targets is not supported. Check these conditions before converting an asset that requires deformation to Nanite.
Treating VSM as a default solution independent of Nanite: VSM is designed for use with Nanite. It may not be suitable if Nanite isn’t available in the project or on the target platform. Also, virtual shadow resolution may be insufficient for very large local lights; the documentation recommends using a Directional Light where possible in these cases.
Pushing soft shadow settings too high: Shadow Map Ray Tracing can produce more realistic soft shadows and contact hardening with VSM. However, an excessively large Source Radius or Source Angle can affect performance and create visual artifacts in shadow penumbras when the camera moves closer. First assess the default quality and the scale of the scene’s lighting.
Impact on architectural and visualization workflows
Nanite reduces the need to create LODs manually, especially for models with dense geometry, and can make it easier to bring detail from source models into a real-time scene. In façade, landscape, and interior scenes, the benefit doesn’t come from applying the same setting automatically to every asset; it comes from identifying suitable models and measuring performance. VSM is designed to pair detailed geometry with high-resolution shadows.
For office projects, account for the SSD recommendation and import/build times when planning file storage. Remember that converting to Nanite takes processing time for each mesh, and that using a shared Derived Data Cache can help with large projects. Since the sources don’t provide exact thresholds for hardware, output resolution, instance count, or material complexity, test the delivery scene on the target system.
Next steps
Start by importing a single dense model and comparing Nanite enabled and disabled under the same camera, lighting, and output conditions. Then enable VSM and check shadow behavior as the camera moves. Although you can enable Nanite for assets in bulk when moving to a larger project, test unsupported deformations and scene-specific performance results in advance.
Sources and license
This guide is adapted into Turkish from Epic Games’ Nanite Virtualized Geometry and Virtual Shadow Maps documentation. Both sources are freely licensed.
Sources
2 sourcesSource texts are not republished; short quotes are marked, everything else is our own summary and commentary.
For architecture and visualization teams, Nanite’s practical value is that it can reduce the workload of creating LODs manually for dense models; VSM’s contribution is to pair high-resolution shadows with Nanite scenes. It’s healthier to treat these benefits as a starting point for controlled testing, not as a reason to apply the settings automatically to every asset.
For offices and students in Turkey, cost planning should consider not only software licensing but also storage and how the scene performs on the target hardware. The source explicitly recommends an SSD, but doesn’t provide minimum hardware or pricing information, so this guide isn’t sufficient for making a purchase decision. Test your own scene with dense models, lighting choices, and output resolution.
Frequently asked questions
How do you enable Nanite in Unreal Engine?
Check Build Nanite during import. For assets already in the project, select them in the Content Browser and choose Nanite > Enable, or enable Nanite in the mesh editor’s Nanite Settings section.
Should Nanite and Virtual Shadow Maps be used together?
Virtual Shadow Maps are designed for use with Nanite. VSM may not be a suitable choice if the project doesn’t use Nanite; projects that do use Nanite should use VSM or Movable Lights.
Is an SSD required for Nanite?
Epic Games recommends an SSD because Nanite streams mesh data from disk as needed during runtime. The source doesn’t specify a mandatory storage requirement or minimum hardware list.



