Nanite Overflow Error in Packaged Build (5.3)

I’ve upgraded my project from 5.1 to 5.3 and I’ve had nothing but severe issues! The project was working fine on 5.1

I am getting a warning message on my packaged build about
‘Nanite node buffer overflow detected. New high-water mark is X / Y. Increase r.Nanite.MaxNodes to prevent potential visual artifacts’
'Nanite visible cluster buffer overflow detected. New high-water mark is X / Y. Increase r.Nanite.MaxVisibleClusters to prevent potential visual artefacts.

No idea what a ‘high water mark’ is or what an overflow buffer is. Everything was working fine before. The screen either does not render or the application crashes with a access violation fatal error with nothing useful.

If I use the commands hinted at, the game indeed runs, but how can I make it so that the game will just set these values to whatever is needed? The map is not complicated and uses nanite and non-nanite meshes.

It’s really frustrating dealing with these sorts of bugs when upgrading engine versions. I think the QA needs to be a lot tighter before releasing updates introducing new bugs on existing features.

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Hey there @Subressor! You should be able to add these to the DefaultEngine.ini file under the [/Script/Engine.RendererSettings] blanket and they should run whenever the project does.

[/Script/Engine.RendererSettings]

r.Nanite.MaxNodes=30000000
r.Nanite.MaxVisibleClusters=25000000
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Thanks SupportiveEntity! That actually resolves my issue alongside increasing my min target render pool!

Is this number platform dependent? Do I need to be worried about adjusting this in the scalability? If there’s any useful documents anywhere on this that would be amazing

Edit* Playing around with the numbers, the values you gave actually threw an error

Assertion Failed: GNaniteMaxVisibleClusters <= (16*1024 * 1024)
r.Nanite.MaxVisibleClusters must be <= MAX_CLUSTERS

I have reduced the value and it seems to work OK

Ahhhh odd! I thought took the numbers you had used originally but I must have added a couple zeros, but I’m glad the commands worked out! You can change lots of Cvars and I believe that changing them here is platform independent as long as you’re using a command that is of the correct platform. Though I’d give it some testing just to be certain, as Nanite itself doesn’t apply to all platforms.

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