I’m not using Nanite. Its not enabled. I don’t have any assets with Nanite enabled (You can search for nanite enabled), but I get this error every time I open the editor.
How do I get this to stop warning me every day?
bumping! using UE5.5.3 i disabled Nanite in the project settings (because low poly and masked materials) and just enabled Vulkan (disabled DirectX). When clicking Dismiss:
the button just does not dismiss the message (the message remains, occupying the editor).
or the editor crashes with this error (i do not have any SparseVolumeTexture in my project):
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000000d000008
UnrealEditor_Engine!`FComputeShaderUtils::AddPass<FSparseVolumeTextureUpdatePageTableCS>'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:7321]
UnrealEditor_Engine!UStaticMesh::ExecuteBuildInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:872]
(...)
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000
UnrealEditor_SlateCore!DestructItems<TWeakPtr<SWidget,1>,int>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\MemoryOps.h:109]
UnrealEditor_SlateCore!FWeakWidgetPath::~FWeakWidgetPath()
UnrealEditor_Slate!TSet<TTuple<unsigned int,FWeakWidgetPath>,TDefaultMapHashableKeyFuncs<unsigned int,FWeakWidgetPath,0>,FDefaultSetAllocator>::Emplace<TPairInitializer<unsigned int && __ptr64,FWeakWidgetPath && __ptr64> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Set.h:760]
UnrealEditor_Slate!FSlateUser::NotifyPointerMoveComplete() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateUser.cpp:1087]
(...)
i might be late but heres what worked for me:
(this has bulk editing in it, so make sure to backup just in case)
for the record, im using unreal engine 5.6 with SM5 and DirectX11
Thanks this worked for me as well. I’m on UE 5.8, using DX11 with the Mobile Renderer. I had all of the Nanite settings turned off, but some of the base Lyra meshes have Nanite turned on by default.