UE 5.3.2 Constant crashing cpu 100%

Hi… systems is i9-14900k Geforce 4090 64 ddr ram XMP (bios turned off) latest Game ready driver, windows 10 full patch. Got the project to open by changing to X11 from X12. World partion loads landscape (thats it) loading or running anything (like verify or save all) spikes cpu, crashes. output logs has NO errors, map check fine.

example crash
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000103

UnrealEditor_NaniteBuilder!libmetis__CreateCoarseGraphNoMask()
UnrealEditor_NaniteBuilder!libmetis__Match_RM()
UnrealEditor_NaniteBuilder!libmetis__CoarsenGraph()
UnrealEditor_NaniteBuilder!libmetis__MultilevelBisect()
UnrealEditor_NaniteBuilder!libmetis__MlevelRecursiveBisection()
UnrealEditor_NaniteBuilder!METIS_PartGraphRecursive()
UnrealEditor_NaniteBuilder!FGraphPartitioner::BisectGraph() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:181]
UnrealEditor_NaniteBuilder!FGraphPartitioner::PartitionStrict'::8’::<lambda_1>::operator()<TYCombinator<FGraphPartitioner::PartitionStrict'::8’::<lambda_1> > >() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:305]
UnrealEditor_NaniteBuilder!FGraphPartitioner::PartitionStrict'::8’::<lambda_1>::operator()<TYCombinator<FGraphPartitioner::PartitionStrict'::8’::<lambda_1> > >() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:321]
UnrealEditor_NaniteBuilder!FGraphPartitioner::PartitionStrict'::8’::<lambda_1>::operator()<TYCombinator<FGraphPartitioner::PartitionStrict'::8’::<lambda_1> > >() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:321]
UnrealEditor_NaniteBuilder!UE::Core::Private::Function::TFunctionRefCaller<TYCombinator<FGraphPartitioner::PartitionStrict'::8’::<lambda_1> >,void __cdecl(FGraphPartitioner::FGraphData *)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_NaniteBuilder!TLocalWorkQueue<FGraphPartitioner::FGraphData>::AddWorkers'::18’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\LocalWorkQueue.h:119]
UnrealEditor_NaniteBuilder!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<TLocalWorkQueueFGraphPartitioner::FGraphData::AddWorkers’::18'::<lambda_1> >'::11’::<lambda_1>,0>::CallAndMov() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

I reinstalled every thing… changed all 8k tetures to 2048 maximum level. ect. Thoughts?

hi @NotTheFed ,
Check setup as in
GPU Lightmass Global Illumination in Unreal Engine | Unreal Engine 5.1 Documentation

also check hardware settings
Hardware and Software Specifications for Unreal Engine | Unreal Engine 5.3 Documentation

The error comes from trying to create a large nanite area
Create a blank project and add/import each asset then turn on nanite for each asset
probably find one asset crashes ue5

dx11 disables nanite .
you may need a bigger pagefile.sys to cope with large nanite assets from mega scans

Ok… a fe
w more things to try, thanks. FYI… I can run my cpu at 100% and not have it crash. (large winrar as an example that runs 30 minutes) also… its definitely something with nanites.

Honestly it has always been a little buggy, but adding the MAWI tropical rain forest…and painting individual trees might be the issue. Might have to work on using foliage brush or ppg.

hi @NotTheFed ,
Nanite needs full power so they run the CPU at 125watt default not 250w full power
see this article
Intel Core i9-14900K Raptor Lake Tested at Power Limits Down to 35 W | TechPowerUp
I saw on at a show you can hear the fans kick in

One of the Board Admin found this but cannot find article.
Can you to go back to Epic games Launcher Library ->5.3.2 Click down-arrow and select Verify. The all files are restored to original. We use this to remove LGPU patch, to put back to production version
Unreal Engine 5.1 Preview - General / Announcements - Epic Developer Community Forums

I’m getting the same when I open OldWestLearning project, clean without any change, just created by launcher and switched to UE 5.3

Here is whole stacktrace

LoginId:8b1b8c0244c4796c3a97fc893e9c79d4
EpicAccountId:655ffa15745e4b978f83f61d1d99ed23

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffef20

UnrealEditor_NaniteBuilder!libmetis__CreateCoarseGraphNoMask()
UnrealEditor_NaniteBuilder!libmetis__Match_RM()
UnrealEditor_NaniteBuilder!libmetis__CoarsenGraph()
UnrealEditor_NaniteBuilder!libmetis__MultilevelBisect()
UnrealEditor_NaniteBuilder!libmetis__MlevelRecursiveBisection()
UnrealEditor_NaniteBuilder!METIS_PartGraphRecursive()
UnrealEditor_NaniteBuilder!FGraphPartitioner::BisectGraph() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:181]
UnrealEditor_NaniteBuilder!FGraphPartitioner::RecursiveBisectGraph() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:273]
UnrealEditor_NaniteBuilder!FGraphPartitioner::PartitionStrict() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:382]
UnrealEditor_NaniteBuilder!Nanite::FCluster::Split() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\Cluster.cpp:549]
UnrealEditor_NaniteBuilder!Nanite::DAGReduce() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:373]
UnrealEditor_NaniteBuilder!`Nanite::BuildDAG'::`4'::<lambda_5>::operator()() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:283]
UnrealEditor_NaniteBuilder!`ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,std::nullptr_t>'::`2'::FParallelExecutor::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
UnrealEditor_NaniteBuilder!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,std::nullptr_t>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:411]
UnrealEditor_NaniteBuilder!Nanite::BuildDAG() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:266]
UnrealEditor_NaniteBuilder!Nanite::FBuilderModule::Build() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\NaniteBuilder.cpp:614]
UnrealEditor_MeshBuilder!BuildNanite() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:255]
UnrealEditor_MeshBuilder!FStaticMeshBuilder::Build() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:436]
UnrealEditor_MeshBuilder!FMeshBuilderModule::BuildMesh() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:50]
UnrealEditor_Engine!FStaticMeshRenderData::Cache() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:3110]
UnrealEditor_Engine!UStaticMesh::CacheDerivedData() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5450]
UnrealEditor_Engine!UStaticMesh::ExecutePostLoadInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:6161]
UnrealEditor_Engine!FAsyncTask<FStaticMeshAsyncBuildWorker>::DoTaskWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:626]
UnrealEditor_Engine!FAsyncTaskBase::DoWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_Engine!FAsyncTaskBase::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor_Engine!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor!`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`11'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

I found the same stack trace i n different project

It looks like a problem in libmetis library and it is even fixed already.
Hard to tell how to use new version in UE.

hi @ATomCZ1 ,
I have downloaded the example. Created a default OldWestLearning project using the 5.1 from Epic market place launcher.


I then opened this with the latest version of UE5.3.2 standard Production binary and when the converter requested to make a new version to work for 5.3.2 the new version compiled using DX12,SM6 shaders.

Looking at the error with Nanite shows you are running out of memory and I suggest you add a 64GB pagefile.sys to your Windows 10.
The other problem is that Static Mesh lighting and hence Nanite/Lumen Lighting is not enabled in Project settings. Hence wrong shaders which need to be rebuilt

There may be some other problem with your PC my graphics card is a very old Nvidia GTX 1050 2GB