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Nanite + Lumen: Blueprint Integration (UE 5.6) โ€‹

๐Ÿ“š Official Documentation & Resources โ€‹

Nanite System: โ€‹

Lumen System: โ€‹


๐Ÿ› ๏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

  1. 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 Settings on Static Mesh Components: Override Position Precision and Percent Triangles
  1. Lumen Dynamic Control
  • Set Console Variable by Name: r.LumenScene.GlobalIllumination (0/1) to toggle GI
  • r.Lumen.TraceMeshSDFs (0/1) for mesh distance field tracing vs surface cache
  • Use Post Process Volume โ†’ Lumen Global Illumination: Intensity, Max Trace Distance, Scene Lighting Update Speed
  1. TSR Quality Management
  • r.TSR.ShadingRate (0.5-2.0) for performance vs quality balance
  • r.TemporalAA.Upsampling (0/1) to toggle upsampling
  • Monitor GPU time with Stat GPU and adjust TSR shading rate dynamically
  1. Performance Scaling Pipeline
  • Create BP_RenderingQualityManager (GameInstanceSubsystem)
  • Functions: SetNaniteQuality(Low/Medium/High), SetLumenQuality(Low/Medium/High), ScaleTSR(float Quality)
  • Auto-scale based on Stat Unit frametime thresholds (16ms = 60fps, 8ms = 120fps)
  1. Platform-Specific Presets
  • DataAsset DA_PlatformRenderSettings with 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.ShaderComplexity overlay and Stat RHI for 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_RenderingQualityManager subsystem 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."

๐Ÿš€ Advanced UE5.6 Systems

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