I thought I included the callstack but maybe not?
Here is the callstack:
> KERNELBASE.dll!00007ff9955b5369() Unknown
UnrealEditor-Core.dll!ReportAssert(const wchar_t * ErrorMessage, void * ProgramCounter) Line 1954 C++
UnrealEditor-Core.dll!FWindowsErrorOutputDevice::Serialize(const wchar_t * Msg, ELogVerbosity::Type Verbosity, const FName & Category) Line 85 C++
[Inline Frame] UnrealEditor-Core.dll!FOutputDevice::LogfImpl::__l3::<lambda_1>::operator()(wchar_t *) Line 81 C++
[Inline Frame] UnrealEditor-Core.dll!GrowableLogfV(const wchar_t * Fmt, char *) Line 47 C++
UnrealEditor-Core.dll!FOutputDevice::LogfImpl(const wchar_t * Fmt, …) Line 81 C++
[Inline Frame] UnrealEditor-Core.dll!FOutputDevice::Logf(const wchar_t[49] &) Line 246 C++
UnrealEditor-Core.dll!AssertFailedImplV(const char * Expr, const char * File, int Line, void * ProgramCounter, const wchar_t * Format, char * Args) Line 175 C++
UnrealEditor-Core.dll!FDebug::CheckVerifyFailedImpl2V(const char * Expr, const char * File, int Line, const wchar_t * Format, char * Args) Line 722 C++
UnrealEditor-Core.dll!FDebug::CheckVerifyFailedImpl2(const char * Expr, const char * File, int Line, const wchar_t * Format, …) Line 745 C++
[Inline Frame] UnrealEditor-Engine.dll!TArray<TUniquePtr<FGPUBaseSkinVertexFactory,TDefaultDelete<FGPUBaseSkinVertexFactory>>,TSizedDefaultAllocator<32>>::RangeCheck(int) Line 1095 C++
[Inline Frame] UnrealEditor-Engine.dll!TArray<TUniquePtr<FGPUBaseSkinVertexFactory,TDefaultDelete<FGPUBaseSkinVertexFactory>>,TSizedDefaultAllocator<32>>::operator[](int) Line 1173 C++
[Inline Frame] UnrealEditor-Engine.dll!TArray<TUniquePtr<FGPUBaseSkinVertexFactory,TDefaultDelete<FGPUBaseSkinVertexFactory>>,TSizedDefaultAllocator<32>>::operator[](int) Line 1186 C++
UnrealEditor-Engine.dll!FSkeletalMeshObjectGPUSkin::GetBaseSkinVertexFactory(int LODIndex, int ChunkIdx) Line 1951 C++
UnrealEditor-Engine.dll!FSkeletalMeshDeformerHelpers::GetBoneBufferForReading(const FSkeletalMeshObject * InMeshObject, int InLodIndex, int InSectionIndex, bool bInPreviousFrame) Line 23 C++
UnrealEditor-HairStrandsCore.dll!RunHairStrandsDeformation_Guide(FRDGBuilder & GraphBuilder, FSceneInterface * Scene, const FSceneView * View, const unsigned int ViewUniqueID, const TArray<FHairStrandsInstance *,TSizedDefaultAllocator<32>> & Instances, const FShaderPrintData * ShaderPrintData, FHairTransientResources & TransientResources, FGlobalShaderMap * ShaderMap) Line 1115 C++
UnrealEditor-HairStrandsCore.dll!ProcessHairStrandsBookmark(FRDGBuilder * GraphBuilder, EHairStrandsBookmark Bookmark, FHairStrandsBookmarkParameters & Parameters) Line 3369 C++
UnrealEditor-Renderer.dll!FSceneRenderer::PreVisibilityFrameSetup(FRDGBuilder & GraphBuilder) Line 5027 C++
[Inline Frame] UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::PreVisibilityFrameSetup(FRDGBuilder &) Line 5845 C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::BeginInitViews(FRDGBuilder & GraphBuilder, const FSceneTexturesConfig & SceneTexturesConfig, FInstanceCullingManager & InstanceCullingManager, FRDGExternalAccessQueue & ExternalAccessQueue, FDeferredShadingSceneRenderer::FInitViewTaskDatas & TaskDatas) Line 5871 C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder, const FSceneRenderUpdateInputs * SceneUpdateInputs) Line 2052 C++
UnrealEditor-Renderer.dll!RenderViewFamily_RenderThread(FRDGBuilder & GraphBuilder, FSceneRenderer * Renderer, const FSceneRenderUpdateInputs * SceneUpdateInputs) Line 4912 C++
[Inline Frame] UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies::__l116::<lambda_4>::operator()(FRDGBuilder &) Line 5207 C++
UnrealEditor-Renderer.dll!`FRendererModule::BeginRenderingViewFamilies’::`116’::<lambda_4>::<lambda_invoker_cdecl>(FRDGBuilder & GraphBuilder, const FSceneRenderFunctionInputs & Inputs) Line 5209 C++
[Inline Frame] UnrealEditor-Renderer.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,bool __cdecl(FRDGBuilder &,FSceneRenderFunctionInputs const &)>::operator()(FRDGBuilder &) Line 414 C++
UnrealEditor-Renderer.dll!FSceneRenderProcessor::Execute::__l30::<lambda_4>::operator()(FRHICommandListImmediate & RHICmdList) Line 894 C++
UnrealEditor-RenderCore.dll!ExecuteCommand(FRHICommandList * RHICmdList, const TVariant<TUniqueFunction<void __cdecl(void)>,TUniqueFunction<void __cdecl(FRHICommandList &)>,TUniqueFunction<void __cdecl(FRHICommandListImmediate &)>> & Function, const FRenderCommandTag & Tag) Line 1540 C++
[Inline Frame] UnrealEditor-RenderCore.dll!FRenderThreadCommandPipe::ExecuteCommands::__l2::<lambda_1>::operator()(TVariant<TUniqueFunction<void __cdecl(void)>,TUniqueFunction<void __cdecl(FRHICommandList &)>,TUniqueFunction<void __cdecl(FRHICommandListImmediate &)>> &&) Line 1937 C++
UnrealEditor-RenderCore.dll!UE::RenderCommandPipe::FCommandList::ConsumeCommands<`FRenderThreadCommandPipe::ExecuteCommands’::`2’::<lambda_1>>(const FRenderThreadCommandPipe::ExecuteCommands::__l2::<lambda_1> & Lambda) Line 431 C++
[Inline Frame] UnrealEditor-RenderCore.dll!FRenderThreadCommandPipe::ExecuteCommands(UE::RenderCommandPipe::FCommandList &) Line 1935 C++
UnrealEditor-RenderCore.dll!FRenderThreadCommandPipe::EnqueueAndLaunch::__l5::<lambda_1>::operator()() Line 1924 C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 414 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTaskImpl(TUniqueFunction<void __cdecl(void)> &) Line 1101 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTask(ENamedThreads::Type) Line 1094 C++
UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1>>::ExecuteTask() Line 696 C++
UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 518 C++
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) Line 495 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 791 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 680 C++
UnrealEditor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 260 C++
UnrealEditor-RenderCore.dll!FRenderingThread::Run() Line 393 C++
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 159 C++
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 79 C++
[External Code]
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