Quick answer: Enable Nanite in the Static Mesh editor (or check Build Nanite on import), and ensure the mesh meets Nanite's requirements like no runtime deformation.
An imported photoscan or sculpt that crushes your frame rate in Unreal is rendering without Nanite. Nanite virtualizes geometry so triangle count stops mattering, but it is off by default on import, leaving dense meshes drawn the expensive traditional way.
How to fix it
1. Enable Nanite on the mesh
In the Static Mesh editor, check Enable Nanite Support and apply, or enable Build Nanite in the FBX/Interchange import options so it is on from the start.
2. Confirm the mesh qualifies
Nanite suits opaque or masked static geometry. Avoid it on meshes that deform at runtime or use translucency, where Nanite is unsupported or counterproductive.
3. Check the fallback mesh
Set a reasonable fallback relative error so low-spec paths and ray tracing have a sensible proxy. A poor fallback can look low-detail up close even with Nanite on.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.