This issue occurs during buildsystem automated jobs performing Fixup Redirectors. This issue had happened multiple times, for many different assets.
Hey Michal,
This is a bug specific to Nanite Assemblies that has a fix coming from a development stream in the near future. If you want to make the fix yourself, you can add this to the end of the FilterIntoPendingLists lambda:
if (PendingStaticMeshes.Num() == 0 && NextPendingStaticMeshes.Num() > 0) { PendingStaticMeshes = MoveTemp(NextPendingStaticMeshes); }
Otherwise, I wouldn’t recommend enabling assemblies in their current state in UE5/Main as many fixes are inbound.
-Jamie
Thank you very much!