Hello there @ntoldiRB1!
This is quite a peculiar scenario you are encountering, specially the part where setting EVERYTHING on scene with Nanite removes the crash. This sound like a conflict with ray tracing, and how it reacts to your mix of nanite and non-nanite geo.
Thank you for including the full log. Checking through it, I think we can pinpoint a few critical lines, that should lead to a solution. Let’s cover them one by one:
[2026.02.17-22.37.02:171][356]LogD3D12RHI: Error: GPU crash detected:
Device 0 Removed: DXGI_ERROR_DEVICE_HUNG
This is one of the most common problems in UE, with certain setups. The GPU needs more time to finish the process, the OS thinks it’s frozen, and crashes the whole thing. This can be resolved by adding a TDR delay, thus giving more time to the GPU for processing. Here’s how to set it up:
- Open RegEdit
- Navigate to “HKEY_LOCAL_MACHINE\System\CurrentControlSet\Control\GraphicsDrivers”
- Right-click > New > DWORD (32-bit) Value
- Name it “TdrDelay” and set it to 60 (Decimal)
- Create another DWORD, “TdrDdiDelay”, and set it to 60 (Decimal) as well
- Restart your PC to apply the changes, then test the project again
[2026.02.17-22.00.38:653][ 0]LoadErrors: Warning: While trying to load package /Game/03_Geometry/Entourage/Interior/Firewood/Grate/Firewood_Grate, a dependent package /Game/03_Geometry/Entourage/Interior/Firewood/Grate/_3 was not available. Additional explanatory information follows:
FPackageName: Skipped package /Game/03_Geometry/Entourage/Interior/Firewood/Grate/_3 has a valid, mounted, mount point but does not exist either on disk or in iostore. The uncooked file would be expected on disk at ‘C:/Users/ntoldi/Perforce/ntoldi_DEN-PSRENDER16_BlueBell_5.7/Content/03_Geometry/Entourage/Interior/Firewood/Grate/_3’. Perhaps it has been deleted or was not synced?
There are multiple entries for this line, aiming at possible conflict with your Perforce. If all the assets are not fully synced when UE is trying to access them, you will get warning like this. Please make sure to sync all elements of your project, and check for any missing references.
[2026.02.17-22.00.40:631][ 9]LogStaticMesh: Warning: Invalid material [wire_088144225] used on Nanite static mesh [Riva_1920_-_Mountains_Bench]. Only opaque or masked blend modes are currently supported, [BLEND_Translucent] blend mode was specified. (NOTE: “Disallow Nanite” on static mesh components can be used to suppress this warning and forcibly render the object as non-Nanite.)
This one has multiple entries as well, and it’s part of the ray tracing issue. If you have a nanite mesh with a translucent material, the engine will try to treat it as a Ray Tracing Pipeline State Object (RTPSO), triggering the use of fallback RTPSO, which results in a GPU hang. To avoid this, find the static meshes related to Mountains_Bench, and uncheck Nanite Support for them. You can also change their material blend to Opaque/Masked.
Finally, you mentioned clearing your project cache, but there could be more stale shader data from your 5.5/5.7 migration. To ensure this is not the case, you need to clear up the persistent cache, that the DerivedDataCache delete did not include. To do so, navigate to your LocalAppData folder, and delete the contents from the following two locations:
%LOCALAPPDATA%\UnrealEngine\Common\DerivedDataCache
%LOCALAPPDATA%\NVIDIA\DXCache
After that, restart your project, allow all shader to rebuild, then test again. Hope this helps, and good luck!