Hi all,
I’m running into some strange visual issues after packaging my project using Unreal Engine 5 (latest version). Everything looks great in the editor, but once I build and run the packaged version, some meshes using Nanite appear broken or missing, and certain areas become completely black like Lumen is failing to calculate lighting properly.
Some notes:
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Nanite is enabled on most static meshes
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Using Lumen for both global illumination and reflections
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No problems in PIE or standalone in-editor testing
-
Happens in both Development and Shipping builds
I’ve tried:
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Rebuilding lighting and clearing Derived Data Cache
-
Checking scalability settings in the packaged build
-
Forcing r.RayTracing=0 and r.Lumen=1 via console
Has anyone experienced similar issues with Nanite/Lumen in packaged projects?
Any workaround or settings I might be missing?
Thanks in advance!
Hello there @auroraxhjkhjk!
Checking around the community, there have been a few scenarios similar to yours. Here are a few methods to test for your scenario:
-
In packaged builds, UE strips fallback LODs. If a mesh or material does not work with Nanite, properly, it can disappear. So, open the Static Mesh editor and make sure Nanite is enabled, and the mesh is properly clustered
-
If shaders didn’t cook properly, areas can show up black. Please try running the commands below in-editor before packaging. Also, please make sure Global Illumination is set to Lumen in Project Settings
r.Lumen.Reflections.AllowSurfaceCacheClear 1
r.Lumen.Reflections.ClearSurfaceCache
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Certain materials don’t interact properly with Nanite, so I would test applying a simple, flat material, to a broken mesh, and check the result
-
Finally, it always helps to clear your project’s cache, via deleting folders Intermediate
, Saved
, and DerivedDataCache
from your main directory, then allowing UE to rebuild.
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As well, please make sure your drivers are up to date. A clean install, and use of Developer drivers, is the best approach.