ive got a crashing issue in 5.4.3 . I am hoping someone can help me with this. Near the bottom of this post is the actual text from the crash.
for me it crashes the first 2 times i launch it… then finally works on the third launch. Did this on 4 different computers.
The problems began when i started messing with DefaultEngine.ini
Originally i thought my problems had to do with one of hte following… but seems like i was wrong… Tessellation never gave me issues until i started changing things up so i dont think it has anything to do with tessellation.
;r.Lumen.SampleFog=0
;r.VolumetricFog.Emissive=0
;r.OptimizedWPO=1
;r.OptimizedWPO.AffectNonNaniteShaderSelection=1
;r.Nanite.RasterIndirectionMultiplier=1.1
here are my settings for the actual file…
r.ReflectionMethod=1
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.Mobile.EnableNoPrecomputedLightingCSMShader=1
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.Shadow.Virtual.Enable=1
r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
r.SkinCache.CompileShaders=True
r.RayTracing=True
r.VirtualTextures=True
r.VirtualTexturedLightmaps=False
r.VT.AnisotropicFiltering=True
bEnableVirtualTextureOpacityMask=False
;(Default 16) A higher feedback factor increases the rate at which the system gathers this feedback, potentially improving texture streaming responsiveness at the cost of higher processing demands.
r.vt.FeedbackFactor=16
r.EarlyZPass=3
r.Lumen.HardwareRayTracing=False
r.Lumen.HardwareRayTracing.LightingMode=0
r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject=False
r.Lumen.TraceMeshSDFs=0
;Leave this off for performance… setting this to 1 may make GI look better but at a cost.
r.Lumen.TraceMeshSDFs=0
r.DefaultFeature.AutoExposure=True
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.Nanite.AllowSplineMeshes=1
r.MeshStreaming=True
r.AllowStaticLighting=False
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
r.SeparateTranslucencyScreenPercentage=66
r.Shadow.CSMCaching=True
r.MinScreenRadiusForCSMDepth=0.03
r.Mobile.EnableStaticAndCSMShadowReceivers=False
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.GPUSkin.Support16BitBoneIndex=True
;False is default for r.GPUSkin.UnlimitedBoneInfluences… makes limit of bone influence per vertex 4… which should be enough.
r.GPUSkin.UnlimitedBoneInfluences=False
SkeletalMesh.UseExperimentalChunking=1
;r.Lumen.SampleFog=0
;default is 1… i dont see a difference honestly… supposedly its so emissive materials effect volumetric fog
;r.VolumetricFog.Emissive=0
;not sure if this command even works anymore… but i did also find r.OptimizedWPO.AffectNonNaniteShaderSelection which may be worth while for non nanite meshes.
r.OptimizedWPO=1
r.OptimizedWPO.AffectNonNaniteShaderSelection=1
r.Nanite.RasterIndirectionMultiplier=1.1
r.SupportStationarySkylight=False
r.Shadow.Virtual.UseFarShadowCulling
"
Assertion failed: !RasterizerPass.ClusterComputeShader.IsNull() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Nanite\NaniteCullRaster.cpp] [Line: 3915]
0x00007ffc7e287611 UnrealEditor-Renderer.dll!UnknownFunction
0x00007ffc7e28cac0 UnrealEditor-Renderer.dll!UnknownFunction
0x00007ffc7e288ac2 UnrealEditor-Renderer.dll!UnknownFunction
0x00007ffc7e2d9679 UnrealEditor-Renderer.dll!UnknownFunction
0x00007ffc7db2ae3e UnrealEditor-Renderer.dll!UnknownFunction
0x00007ffc7dae4804 UnrealEditor-Renderer.dll!UnknownFunction
0x00007ffc9cfb24c5 UnrealEditor-Core.dll!UnknownFunction
0x00007ffc9cfb21ff UnrealEditor-Core.dll!UnknownFunction
0x00007ffc9cfda155 UnrealEditor-Core.dll!UnknownFunction
0x00007ffc9cfa23d0 UnrealEditor-Core.dll!UnknownFunction
0x00007ffc9d1a7c93 UnrealEditor-Core.dll!UnknownFunction
0x00007ffc9d60c93d UnrealEditor-Core.dll!UnknownFunction
0x00007ffc9d6002b7 UnrealEditor-Core.dll!UnknownFunction
0x00007ffd8372257d KERNEL32.DLL!UnknownFunction
Crash in runnable thread Background Worker #5
Crash in runnable thread Foreground Worker #0
"