too many nanite objects crashed in editor and game

i import 170000 objects from revit to unreal 5.1,and transfrom these objects to nanite.
when i open my level ,the editor crashed and show
"LoginId:53a60dfe4cdced5d2005208ec8423232
EpicAccountId:e7500e66b37f439e814b2b574be34716

Assertion failed: NumAllocatedRootPages >= (uint32)ClusterPageData.Allocator.GetMaxSize() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Rendering\NaniteStreamingManager.cpp] [Line: 1332]

UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll"
I find config file DefaultEngine.ini and add “r.Nanite.Streaming.NumInitialRootPages=65536”
“r.GPUCrashDebugging=false”
Increase C disk virtual memory to 6400MB
restart editor and crashed
"LoginId:53a60dfe4cdced5d2005208ec8423232
EpicAccountId:e7500e66b37f439e814b2b574be34716

Assertion failed: MaxStreamingPages + GNaniteStreamingNumInitialRootPages <= ( 1 << 16) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Rendering\NaniteStreamingManager.cpp] [Line: 568]

UnrealEditor_Engine
UnrealEditor_RenderCore
UnrealEditor_D3D12RHI
UnrealEditor_RHI
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll"
my computer is : GTX3060,96gb ram
how can i show over 170000 nanit objects in my level?

I have tried many machines with different configurations and debugged many parameters of the nanite stream, but the same error still occurs. I tried versions 5.1 and 5.3, and the maximum capacity of nanite is between 70000 and 80000. If it exceeds this limit, the editor will immediately crash

That’s concerning. I never read about any kind of limitation on the possible number of nanite objects in the scene.

EDIT:
From the user manual.
“The maximum number of instances that can be present in the scene is hard-locked to 16 million instances, which includes all instances that are streamed in, not just ones enabled for use with Nanite. Only instances streamed in are counted towards the total.”

I wonder if that would be all the objects in the scene ? Or maybe only the ones visible ? I’m not sure what this means “all instances that are streamed in”

And I guess you could go over the limit if you would merge multiple objects into one single mesh.

EDIT2:
On the other hand in another text we can see this:

“Limit of 50,000 Nanite meshes - This limitation will likely increase over time”

I have tested using level streaming on different computers, and the limit for nanite meshes is between 70000 and 90000. If it exceeds this limit, the editor will immediately crash