Not sure if the callstack got pasted right, so again here just in case:
[Inline Frame] FRDGBuilder::ConvertToExternalUniformBuffer::<lambda_7>::operator()(const FRDGParameter & Param) Line 0 C++
> FRDGParameterStruct::Enumerate<`lambda at .\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:663:44’>(FRDGBuilder::ConvertToExternalUniformBuffer::<lambda_7> Function) Line 15 C++
[Inline Frame] FRDGBuilder::ConvertToExternalUniformBuffer(FRDGUniformBuffer * UniformBuffer) Line 663 C++
FSceneUniformBuffer::GetBuffer(FRDGBuilder & GraphBuilder) Line 216 C++
FInstanceCullingContext::BuildRenderingCommandsInternal(FRDGBuilder & GraphBuilder, const FGPUScene & GPUScene, FInstanceCullingContext::EAsyncProcessingMode AsyncProcessingMode, FInstanceCullingDrawParams * InstanceCullingDrawParams) Line 710 C++
[Inline Frame] FInstanceCullingContext::BuildRenderingCommands(FRDGBuilder & GraphBuilder, const FGPUScene & GPUScene, FInstanceCullingDrawParams * InstanceCullingDrawParams) Line 683 C++
[Inline Frame] FParallelMeshDrawCommandPass::BuildRenderingCommands(FRDGBuilder & GraphBuilder, const FGPUScene & GPUScene, FInstanceCullingDrawParams & OutInstanceCullingDrawParams) Line 0 C++
FDeferredShadingSceneRenderer::RenderPrePass::<lambda_0>::operator()(unsigned char DepthMeshPass) Line 521 C++
[Inline Frame] FDeferredShadingSceneRenderer::RenderPrePass(FRDGBuilder & GraphBuilder, TArrayView<FViewInfo,int> InViews, FRDGTexture * SceneDepthTexture, FInstanceCullingManager & InstanceCullingManager, FRDGTexture * * FirstStageDepthBuffer) Line 577 C++
FDeferredShadingSceneRenderer::Render::<lambda_8>::operator()<TArray<FViewInfo,TSizedDefaultAllocator<32>>,FDeferredShadingSceneRenderer::FNaniteBasePassVisibility,TArray<Nanite::FRasterResults,TSizedInlineAllocator<2,32,TSizedDefaultAllocator<32>>>,TArray<Nanite::FPackedView,TConcurrentLinearArrayAllocator<FSceneRenderingBlockAllocationTag>>>(TArray<FViewInfo,TSizedDefaultAllocator<32>> & InViews, FDeferredShadingSceneRenderer::FNaniteBasePassVisibility & InNaniteBasePassVisibility, TArray<Nanite::FRasterResults,TSizedInlineAllocator<2,32,TSizedDefaultAllocator<32>>> & NaniteRasterResults, TArray<Nanite::FPackedView,TConcurrentLinearArrayAllocator<FSceneRenderingBlockAllocationTag>> & PrimaryNaniteViews) Line 2062 C++
FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder) Line 2164 C++
[Inline Frame] RenderViewFamilies_RenderThread(FRHICommandListImmediate & RHICmdList, const TArray<FSceneRenderer *,TSizedDefaultAllocator<32>> & SceneRenderers) Line 4990 C++
FRendererModule::BeginRenderingViewFamilies::<lambda_31>::operator()(FRHICommandListImmediate & RHICmdList) Line 5280 C++
[Inline Frame] UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void (FRHICommandListImmediate &)>::operator()(FRHICommandListImmediate & Params) Line 555 C++
[Inline Frame] FRenderThreadCommandPipe::EnqueueAndLaunch::<lambda_84>::operator()() Line 1550 C++
[Inline Frame] Invoke(FRenderThreadCommandPipe::EnqueueAndLaunch::<lambda_84> & Func) Line 47 C++
UE::Core::Private::Function::TFunctionRefCaller<`lambda at .\Runtime\RenderCore\Private\RenderingThread.cpp:1537:123’,void ()>::Call(void * Obj) Line 405 C++
[Inline Frame] UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void ()>::operator()() Line 555 C++
[Inline Frame] TFunctionGraphTaskImpl<void (),1>::DoTaskImpl(TUniqueFunction<void ()> & Function, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 1733 C++
[Inline Frame] TFunctionGraphTaskImpl<void (),1>::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 1726 C++
TGraphTask<TFunctionGraphTaskImpl<void (),1>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 1236 C++
[Inline Frame] FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 840 C++
[Inline Frame] FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 762 C++
FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 650 C++
RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 265 C++
FRenderingThread::Run() Line 417 C++