Nanite + Lumen: Blueprint Integration (UE 5.6) โ
๐ Official Documentation & Resources โ
Nanite System: โ
- ๐ Nanite Virtualized Geometry - Complete Nanite overview
- ๐ Nanite Blueprint Integration - Runtime control and debugging
- ๐ Nanite Performance Guide - Optimization strategies
Lumen System: โ
- ๐ Lumen Global Illumination - Lumen system overview
- ๐ Lumen Performance Optimization - Performance tuning guide
- ๐ Lumen Blueprint Controls - Dynamic quality control
Related Video Tutorials: โ
- ๐ฅ Nanite LOD Management - Dynamic LOD control strategies
- ๐ฅ Lumen Quality Scaling - Adaptive quality techniques
- ๐ฅ Console & Mobile Optimization - Platform-specific tuning
๐ ๏ธ Blueprint Implementation โ
What/Why: Control UE5.6's Nanite virtualized geometry and Lumen global illumination from Blueprints for dynamic quality scaling and performance optimization.
Prereqs
- UE 5.6 project with Nanite and Lumen enabled (default for new projects)
- Hardware-accelerated raytracing support for full Lumen features
Steps
- Nanite Blueprint Control
- Use
Set Console Variable by Name:r.Nanite.MaxPixelsPerEdge(0.5-2.0) for quality scaling r.Nanite.ViewMeshLODBias(-2 to 2) for aggressive LOD control under performance pressure- Runtime mesh complexity via
Nanite Settingson Static Mesh Components: OverridePosition PrecisionandPercent Triangles
- Lumen Dynamic Control
Set Console Variable by Name:r.LumenScene.GlobalIllumination(0/1) to toggle GIr.Lumen.TraceMeshSDFs(0/1) for mesh distance field tracing vs surface cache- Use
Post Process Volumeโ Lumen Global Illumination:Intensity,Max Trace Distance,Scene Lighting Update Speed
- TSR Quality Management
r.TSR.ShadingRate(0.5-2.0) for performance vs quality balancer.TemporalAA.Upsampling(0/1) to toggle upsampling- Monitor GPU time with
Stat GPUand adjust TSR shading rate dynamically
- Performance Scaling Pipeline
- Create
BP_RenderingQualityManager(GameInstanceSubsystem) - Functions:
SetNaniteQuality(Low/Medium/High),SetLumenQuality(Low/Medium/High),ScaleTSR(float Quality) - Auto-scale based on
Stat Unitframetime thresholds (16ms = 60fps, 8ms = 120fps)
- Platform-Specific Presets
- DataAsset
DA_PlatformRenderSettingswith Nanite/Lumen/TSR presets per platform - On Begin Play: apply settings from platform-detected preset
Data
DA_RenderQualityPresets: arrays of console variable settings per quality tier- Soft references to quality-specific texture/mesh variants
Networking
- Quality settings per-client; don't sync visual settings across players
- Use Server RPC for shared world state (time of day affecting Lumen intensity)
Performance
- Budget GPU ms per frame: Mobile 20ms, Console 13ms (75fps), PC High-end 8ms (120fps)
- Profile with
r.ShaderComplexityoverlay andStat RHIfor draw call analysis - Nanite reduces draw calls but increases GPU compute; balance with triangle density
Testing
- Test map with high-density Nanite meshes and complex Lumen lighting scenarios
- Profile across quality tiers; ensure 60fps minimum on target hardware
- Validate TSR upsampling doesn't introduce visible artifacts during fast movement
Suggested prompts โ
- "UE 5.6 Blueprints only. Create a
BP_RenderingQualityManagersubsystem that scales Nanite, Lumen, and TSR settings dynamically based on framerate." - "Show Blueprint console variable nodes to control Nanite triangle density and Lumen trace distance at runtime."
- "Provide a platform detection system that applies optimal Nanite/Lumen settings for Mobile, Console, and PC targets."
- "Create a DataAsset for render quality presets and show how to apply them via Blueprint on startup."
Prompts for this example
- "Write the Blueprint nodes to monitor GPU frametime and reduce Nanite quality when exceeding 16ms per frame."
- "Show how to toggle Lumen GI and mesh SDF tracing via console variables in a performance scaling system."