Nanite Builder crash

I’ve tried to open the level and it crashes right as it finishes. Tried migrating it over to a new project…didn’t work. I believe it might be a certain mesh but there are almost 40k meshes in the project. I inherited the project so I don’t know the details.

Assertion failed: Group.PageIndexNum <= ((1 << 3) - 1) [File:D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\NaniteEncode.cpp] [Line: 1611]

UnrealEditor_NaniteBuilder
UnrealEditor_NaniteBuilder
UnrealEditor_MeshBuilder
UnrealEditor_MeshBuilder
UnrealEditor_MeshBuilder
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Core
UnrealEditor_Engine
UnrealEditor
UnrealEditor
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

If you will install Editor symbol do debugging, this errors logs will be much more detailed and helpful.

image

For example I’m getting this crash for example every time I open OldWestLearning project in UE 5.3

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffef20

UnrealEditor_NaniteBuilder!libmetis__CreateCoarseGraphNoMask()
UnrealEditor_NaniteBuilder!libmetis__Match_RM()
UnrealEditor_NaniteBuilder!libmetis__CoarsenGraph()
UnrealEditor_NaniteBuilder!libmetis__MultilevelBisect()
UnrealEditor_NaniteBuilder!libmetis__MlevelRecursiveBisection()
UnrealEditor_NaniteBuilder!METIS_PartGraphRecursive()
UnrealEditor_NaniteBuilder!FGraphPartitioner::BisectGraph() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:181]
UnrealEditor_NaniteBuilder!FGraphPartitioner::RecursiveBisectGraph() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:273]
UnrealEditor_NaniteBuilder!FGraphPartitioner::PartitionStrict() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:382]
UnrealEditor_NaniteBuilder!Nanite::FCluster::Split() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\Cluster.cpp:549]
UnrealEditor_NaniteBuilder!Nanite::DAGReduce() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:373]
UnrealEditor_NaniteBuilder!`Nanite::BuildDAG'::`4'::<lambda_5>::operator()() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:283]
UnrealEditor_NaniteBuilder!`ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,std::nullptr_t>'::`2'::FParallelExecutor::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
UnrealEditor_NaniteBuilder!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,std::nullptr_t>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:411]
UnrealEditor_NaniteBuilder!Nanite::BuildDAG() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:266]
UnrealEditor_NaniteBuilder!Nanite::FBuilderModule::Build() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\NaniteBuilder.cpp:614]
UnrealEditor_MeshBuilder!BuildNanite() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:255]
UnrealEditor_MeshBuilder!FStaticMeshBuilder::Build() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:436]
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:3110]
UnrealEditor_Engine!UStaticMesh::CacheDerivedData() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5450]
UnrealEditor_Engine!UStaticMesh::ExecutePostLoadInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:6161]
UnrealEditor_Engine!FAsyncTask<FStaticMeshAsyncBuildWorker>::DoTaskWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:626]
UnrealEditor_Engine!FAsyncTaskBase::DoWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_Engine!FAsyncTaskBase::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor_Engine!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor!`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`11'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`11'::<lambda_1>,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:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]