Hi!
From some UE5 references, Nanite & Lumen require DX12, so I’d make sure my project setting in DX12 although start the engine in DX11
These are some contain of my DefaultEngine.ini that related to the project setting:
[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/enviro.enviro
EditorStartupMap=/Game/enviro.enviro
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
[/Script/Engine.RendererSettings]
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.Shadow.Virtual.Enable=1
r.SkinCache.CompileShaders=True
r.RayTracing=True
r.Lumen.HardwareRayTracing=True
.
.
.
And until now that project file still can be opened without crashing with manually start the UE5 with DX11 as Lumen & Raytracing setting is active.
But what I do with that project still some simple stuff and still not using nanite assets as I’m still in beginner level in UE5. May be some couple days I’ll put the nanite assets and see if it crashed or not