Models are not rendered after project restart UE 5.5.2

I am developing a game on UE5 everything worked fine but when I closed and reopened the project, the models or their materials are no longer displayed and also now it is impossible to drag objects, tried to change the renderer from dx12 to dx11 did not help, what to do? who staklivatel with this?
UE Version: 5.5.2

lit:


unlit:

Do you have a post processing material that might be changing how the geometry is shown on screen? Maybe auto exposure is set too high?

auto exposure is disabled, and about post processing there is one but even if I disable/remove it it doesn’t solve the problem.

Do you have world partition enabled in the project? Maybe the objects are not loaded in if that is the case.

i’ts enabled, I don’t understand why it all happened everything was working fine I closed my project and went to play the last of us compiled shaders there, played, exited, and went to ue5 and this problem appeared, I don’t know if the compilation of shaders in the game can be somehow related to this.

Try this solution

or you can use this

Basically your actors are probably not streamed into the level once you enabled WP.

it didn’t seem to work for me

Try pinning you assets in the Outliner

doesn’t work, all objects are actually on the level but I can’t see and move them, and if I switch to unlit it looks like this:

try selecting your static mesh and increasing it’s bounds scale. It might be too small causing visibility culling to go crazy.

Also check your scale. Maybe your objects are huge when compared to the world.
1 unreal unit is equivalent to 1 cm

their sizes are normal, mostly 1,1,1

One other thing that might be a problem. Did you by chance clone the walls at any point. It almost looks like the polygons are fighting for space with another set of identically overlapped polygons. Try making a new cube outside of the building and see if it renders correctly.

this

You do not have a light in your scene.
It appears there is an HDRI backdrop for lighting, which is showing white.
check the intensity of the HDRI backdrop and the HDRI that is being used.
To verify, delete the HDRI backdrop and add a directional light.

but then why can’t I even move the objects?

Your hdri backdrop is probably too high, interfering with your models. select it and move it down.
Flickering on overlap

When moved lower

Had to move it on the z axis (projection center is just for hdri adjustment)

Changing the hdri position by z did not help but when I tried to hide ExponentialHeightFog the white screen disappeared but the transparency of the textures did not disappear, for some reason only the glass material is visible and it uses blend mode translucent

As for the objects not moving…I “think” that might be in conflict with simulations that are running. Not 100% on that one.

Are you using nanite with the wall meshes? If so turn it off, the meshes are not dense enough for it to be used.

No, they don’t use nanite, and I noticed that collisions of these invisible objects exist