terrain flickering from windows system copy

Pasted in a Windows project into newly installed Mac silicon binary.
Everyone seemed fine, as project shaders compiling, all good.
Then , areas, a lot of them, started flickering so I tried software vs lumen, no luck, no change.
I stopped streaming, no change, still flickering.
I saw on another forum thread, that for flickering, a engine compile was needed, but why would that fix anything in the flickering department, and does that apply in my case.

Happy to do that, first want to know its going to fix this horrific flickering, or is the silicon binary just too much in testing phase, that this is to be expected.

If for ex, I rotate camera UP , looking at terrain areas the flickering starts, and if I start pie on an area of a tower , on play, terrain disappears as if player is walking on air.

Just looking for thoughts, again more than willing to compile, just surprised a bit this would occur on brand new Mac silicon binary.

ty ;0-0
g.leej

trying also, to build all from build menu in editor, I get this mess:
LoginId:ec16c41b1a4d6a5b954cb59fe16dbbad
EpicAccountId:22e5ac31a7334c5695c9986f0d9d2c9d

Caught signal

FLevelEditorActionCallbacks::Build_CanExecute() Address = 0x122c28b70 (filename not found) [in UnrealEditor-LevelEditor.dylib]
FUIAction::CanExecute() const Address = 0x1054563b8 (filename not found) [in UnrealEditor-Slate.dylib]
FSlateMacMenu::IsMenuItemEnabled(TSharedRef<FMenuEntryBlock const, (ESPMode)1> const&) Address = 0x10553f164 (filename not found) [in UnrealEditor-Slate.dylib]
FSlateMacMenu::UpdateCachedState() Address = 0x10553db1c (filename not found) [in UnrealEditor-Slate.dylib]
FMacApplication::PumpMessages(float) Address = 0x1032862c8 (filename not found) [in UnrealEditor-ApplicationCore.dylib]
FSlateApplication::TickPlatform(float) Address = 0x1053aaa4c (filename not found) [in UnrealEditor-Slate.dylib]
FSlateApplication::Tick(ESlateTickType) Address = 0x1053aa0bc (filename not found) [in UnrealEditor-Slate.dylib]
TickSlate(TSharedPtr<SWindow, (ESPMode)1>) Address = 0x11266fc1c (filename not found) [in UnrealEditor-UnrealEd.dylib]
FFeedbackContextEditor::ProgressReported(float, FText) Address = 0x112671684 (filename not found) [in UnrealEditor-UnrealEd.dylib]
FFeedbackContext::UpdateUI() Address = 0x106690538 (filename not found) [in UnrealEditor-Core.dylib]
ULevel::CreateModelComponents() Address = 0x11852b128 (filename not found) [in UnrealEditor-Engine.dylib]
ULevel::UpdateModelComponents() Address = 0x11852a058 (filename not found) [in UnrealEditor-Engine.dylib]
ULevel::IncrementalUpdateComponents(int, bool, FRegisterComponentContext*) Address = 0x1185288d0 (filename not found) [in UnrealEditor-Engine.dylib]
UWorld::UpdateWorldComponents(bool, bool, FRegisterComponentContext*) Address = 0x1198c6f2c (filename not found) [in UnrealEditor-Engine.dylib]
UWorld::InitializeNewWorld(FWorldInitializationValues, bool) Address = 0x1198c7d9c (filename not found) [in UnrealEditor-Engine.dylib]
UWorld::CreateWorld(EWorldType::Type, bool, FName, UPackage*, bool, ERHIFeatureLevel::Type, FWorldInitializationValues const*, bool) Address = 0x1198c9038 (filename not found) [in UnrealEditor-Engine.dylib]
UWorldFactory::FactoryCreateNew(UClass*, UObject*, FName, EObjectFlags, UObject*, FFeedbackContext*) Address = 0x1122fa604 (filename not found) [in UnrealEditor-UnrealEd.dylib]
UEditorEngine::NewMap(bool) Address = 0x112156318 (filename not found) [in UnrealEditor-UnrealEd.dylib]
UEditorLoadingAndSavingUtils::NewBlankMap(bool) Address = 0x1126a195c (filename not found) [in UnrealEditor-UnrealEd.dylib]
UnloadCurrentMap(FString&) Address = 0x2f815faf8 (filename not found) [in UnrealEditor-WorldPartitionEditor.dylib]
FWorldPartitionEditorModule::Build(IWorldPartitionEditorModule::FRunBuilderParams const&) Address = 0x2f8161c2c (filename not found) [in UnrealEditor-WorldPartitionEditor.dylib]
FWorldPartitionEditorModule::BuildHLODs(IWorldPartitionEditorModule::FRunBuilderParams const&) Address = 0x2f816106c (filename not found) [in UnrealEditor-WorldPartitionEditor.dylib]
FWorldPartitionEditorModule::RunBuilder(IWorldPartitionEditorModule::FRunBuilderParams const&) Address = 0x2f81607b8 (filename not found) [in UnrealEditor-WorldPartitionEditor.dylib]
IWorldPartitionEditorModule::RunBuilder(TSubclassOf, UWorld*) Address = 0x2f816044c (filename not found) [in UnrealEditor-WorldPartitionEditor.dylib]
FEditorBuildUtils::TriggerHierarchicalLODBuilder(UWorld*) Address = 0x112039b80 (filename not found) [in UnrealEditor-UnrealEd.dylib]
FBuildAllHandler::ProcessBuild(TWeakPtr<SBuildProgressWidget, (ESPMode)1> const&) Address = 0x11203d8dc (filename not found) [in UnrealEditor-UnrealEd.dylib]
FEditorBuildUtils::EditorBuild(UWorld*, FName, bool) Address = 0x112036938 (filename not found) [in UnrealEditor-UnrealEd.dylib]
FLevelEditorActionCallbacks::Build_Execute() Address = 0x122c28ac4 (filename not found) [in UnrealEditor-LevelEditor.dylib]
TBaseStaticDelegateInstance<void (), FDefaultDelegateUserPolicy>::ExecuteIfSafe() const Address = 0x122cb3fe8 (filename not found) [in UnrealEditor-LevelEditor.dylib]
bool TDelegate<void (), FDefaultDelegateUserPolicy>::ExecuteIfBound<void, (void*)0>() const Address = 0x1053996a4 (filename not found) [in UnrealEditor-Slate.dylib]
FUICommandList::ExecuteAction(TSharedRef<FUICommandInfo const, (ESPMode)1>) const Address = 0x105455f14 (filename not found) [in UnrealEditor-Slate.dylib]
invocation function for block in FSlateMacMenu::ExecuteMenuItemAction(TSharedRef<FMenuEntryBlock const, (ESPMode)1> const&) Address = 0x10553f864 (filename not found) [in UnrealEditor-Slate.dylib]
FCocoaRunLoopSource::Process(__CFString const*) Address = 0x1065a9210 (filename not found) [in UnrealEditor-Core.dylib]
-[FCocoaRunLoopSourceInfo perform] Address = 0x1065a8fc0 (filename not found) [in UnrealEditor-Core.dylib]
Unknown() Address = 0x1805779dc (filename not found) [in CoreFoundation]
Unknown() Address = 0x180577970 (filename not found) [in CoreFoundation]
Unknown() Address = 0x1805776e0 (filename not found) [in CoreFoundation]
Unknown() Address = 0x1805762d0 (filename not found) [in CoreFoundation]
Unknown() Address = 0x18057593c (filename not found) [in CoreFoundation]
ProcessGameThreadEvents() Address = 0x1065a9b68 (filename not found) [in UnrealEditor-Core.dylib]
FMacPlatformApplicationMisc::PumpMessages(bool) Address = 0x1032862f4 (filename not found) [in UnrealEditor-ApplicationCore.dylib]
FEngineLoop::Tick() Address = 0x102674dc4 (filename not found) [in UnrealEditor]
GuardedMain(char16_t const*) Address = 0x102683394 (filename not found) [in UnrealEditor]
-[UEAppDelegate runGameThread:] Address = 0x10269eafc (filename not found) [in UnrealEditor]
-[FCocoaGameThread main] Address = 0x1065a948c (filename not found) [in UnrealEditor-Core.dylib]
Unknown() Address = 0x18167af14 (filename not found) [in Foundation]
Unknown() Address = 0x18049a034 (filename not found) [in libsystem_pthread.dylib]
Unknown() Address = 0x180494e3c (filename not found) [in libsystem_pthread.dylib]

Does this mean the binary Mac editor isn’t working as expected, and I need to use Xcode to built manually ?

Also while I uninstalled nanite,working that its not available yet on Mac platform, on loading project, its still telling me to build nanite stuff.

with? ;0-0

thx anyone
g.leej

This too:
LogLinker: Warning: [AssetLog] /Users/stevenwoods/Desktop/GitRepo 5.2 - 4 5.3 - 2/Content/ExternalActors/ThirdPerson/Maps/ThirdPersonMap/C/01/9H8N2VF5RW4YHUQ9ZLC5C0.uasset: Package was saved with a custom version that is not present. Tag 40D2FBA74B484CE5B0385A75884E499E Version 7
LogContentBundle: [ThirdPersonMap(Standalone)] Creating new contrainer.
LogWorldPartition: Display: WorldPartition initialize took 1.21 sec (total: 7.37 sec)

is this also causing some issues ?

HMM :frowning: