When trying to translate my old meshes, I got an engine crash. Simpler meshes were able to be translated, but more detailed ones caused a crash.
I found out that this only happens with models exported via datasmith.
In the 3d editor (c4d), I converted the model to FBX and after importing successfully converted it to nanite.
// i used datasmith c4d
I had the same problem. I found that if I converted the mesh to a static mesh in UE (right click on mesh and select âConvert StaticMeshâ) and then converted it to Nanite, the conversion worked fine.
Still with the new UE5 version converting static meshes to nanite crashes sometimes, depending on the mesh, not sure what it causes, but I know that the conversion to nanite worked with these meshes in the EA version. Here is the crash report:
I also experience crashes sometimes. I found a way out only by changing the grid in advance in a 3d editor (retopology)
But I didnât find any dependencies.
I think I will try dynamesh with zbursh and baking the textures on the new mesh⌠very complicated. I donât understand why it works in the early access better than in the release version. This is not production ready, in my opinion.
I have a city of the high-quality buildings containing more than 5000 static meshes when I try to convert it to nanite it crashes every single time.
I found the mesh that was causing the crashes itâs a simple mesh with the 750 polycounts. I am still confused why is it causing the problem
Hi, Iâve searched for a while now, and your the only one Iâve found with the same crash.
Have you been able to fix the issue?
I think there is some mesh that has problems (like maybe wrong geometry). so try to convert one by one and leave the one that is causing the crashes
This is the exact same issue I have. Somehow this is the only other thread Iâve found where people discuss the issue.
For me, this issue only occurs on some OBJ meshes, the common thread being that they are exported from a program called Mineways. Furthermore, only some meshes exported by this program cause this issue.
Here is an example of a mesh that is causing the crash.
Content.7z (2.1 MB)
Crash log example
LoginId:545888a54c5b318d49af42a165f56347
EpicAccountId:62a8b1e81bfe4db79ace3ff2aaadb4a9
Assertion failed: Simplifier.GetRemainingNumVerts() > 0 [File:D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\Cluster.cpp] [Line: 414]
UnrealEditor_NaniteBuilder!Nanite::FCluster::Simplify() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\Cluster.cpp:414]
UnrealEditor_NaniteBuilder!Nanite::DAGReduce() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:354]
UnrealEditor_NaniteBuilder!Nanite::BuildDAG() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:72]
UnrealEditor_NaniteBuilder!Nanite::BuildNaniteData() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\NaniteBuilder.cpp:579]
UnrealEditor_NaniteBuilder!Nanite::FBuilderModule::Build() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\NaniteBuilder.cpp:805]
UnrealEditor_MeshBuilder!BuildNanite() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:205]
UnrealEditor_MeshBuilder!FStaticMeshBuilder::Build() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:372]
UnrealEditor_MeshBuilder!FMeshBuilderModule::BuildMesh() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:50]
UnrealEditor_Engine!FStaticMeshRenderData::Cache() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:2970]
UnrealEditor_Engine!UStaticMesh::CacheDerivedData() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5199]
UnrealEditor_Engine!UStaticMesh::ExecuteBuildInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMeshBuild.cpp:455]
UnrealEditor_Engine!FAsyncTask<FStaticMeshAsyncBuildWorker>::DoTaskWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:636]
UnrealEditor_Engine!FAsyncTaskBase::DoWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:304]
UnrealEditor_Engine!FAsyncTaskBase::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:328]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:128]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:128]
UnrealEditor_Core!<lambda_2cfb882046ba83e24f4606b279dfb220>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:504]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<<lambda_2cfb882046ba83e24f4606b279dfb220>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:656]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:184]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:361]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:402]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_0a548c7e497de3cc77a9e48080e1524f>,void __cdecl(void)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
UnrealEditor_Core!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:67]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
I have no clue what is causing the issue, but I would gladly have it resolved as Nanite is essential to many of my workflows.
Iâve had similar issues. Try this;
Export the mesh as an FBX then import back to your uproject (all using default settings) then run the nanite conversion.
Please check again if your mesh has more than 64 material slots. Nanite only works with mesh below 64 material slots.
hey, has anyone found a solution to this? Im in 5.2, batch importing a lot of FBX files and some of them fail (with the same error) if Nanite is enabled
I have since found enabling âpreserve areaâ in the meshsâ nanite settings prevents the crash in 5.2
I spoke too soon, the crash does still occasionally occur on some meshes
That worked for me, about a max of 63 material IDS thanks!
Also getting crashes, but I think it could be because Nanite doesnât work on translucent materials