I have the same problem. Enable Nanite, click Build Data and it says "Building Nanite Landscape Mesh (0 of 256). Sits at 0% for about 5 minutes and then UE 5.3.1 just shuts down back to desktop.
Weird, converting less than 8k landscapes works perfectly fine for me and a lot of others it seems. Maybe validate your engine install or try in a new project? I assume you have tried another landscape to see if it’s specific to that actor?
You can use the cvar (console command) : landscape.nanite.marchingsquarevisibility=false.
Epic changed the algorithm to export Landscapes to raw meshes, but the new algorithm is unstable. This cvar will rollback to the previous algorithm.
There is a fix on Epic’s main branch (they also removed the old algorithm and the cvar), but it isn’t really trivial to integrate. But it is very likely to be fixed properly for 5.4.
It does work, you just need around 200 gb of “ram” for a 8k map, and with ram i don’t mean you actually need to have it as real ram, a big enough pagefile also works (google how to increase your windows pagefile size), it took me around 90 minutes, where my computer is totally unresponsive for the first 30 minutes, cause it is filling up the ram/pagefile, in the next 30 minutes the progress bar start to move slowly and you can use your computer a bit, this is where it takes the info it stored in the ram/pagefile and use it, then you also have to save the project to disk and that is another 30 minutes… Don’t know why they made that way, it’s very stupid to not take it in chunks and try to store it all in memory at once, but if you have the harddrive space (don’t have to be your default drive or a fast one) and the patience, it can be done… Just increase your pagefile (and if use a pagefile on another drive than the default one, set the one on the default one to a fixed size also, cause it uses that one first and if your system disk is small, it is going to fill it completely, and that will also make your system less responsive), go do something else while it works and only build nanite when your are done with your landscape Ohh and also, it does not clear up your memory and pagefile properly after it is done, so you also have to restart the computer after to get it fully back
unfortunately crash remains with unreal 5.4 beta… 8k terrain. No materials… just used a height map form real world data to create some terrain without even sculpting anything. Trying to make it a nanite mesh and then build data for freezes the computer for a while and then crashes.
I tried enabling 200 additional gb of ram on a 2nd hard drive paging file… Didnt work… after a long time at 0% with an unuseable computer… it crashes unreal…
alright i got it working. The solution is to convert the scene into a world partition scene. This will break up the landscape into 1 landscape with multiple areas split up per world partition grid. Then you unload them all… load them in by sections and build… do several at a time… they save the others so they dont have to be rebuild as you gradually reveal more nad more. And build more and more.