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
ATomCZ1
(ATomCZ1)
February 6, 2024, 3:44pm
2
If you will install Editor symbol do debugging, this errors logs will be much more detailed and helpful.
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]