Crash on Pathtracer with UE 5.7

Hello again, and thanks for the updated log. Since adding the TDR Delays, clearing the cache, and adjusting the faulty material didn’t stop the crash, this means the issue is most likely tied to something concrete, still inside the project.

With that in mind, I checked through the log, and found a similar entry to our previous update:

[2026.03.02-17.26.23:851][ 0]LogStaticMesh: Warning: Invalid material [MI_Glass_PathTracer_Thickness] used on Nanite static mesh [SimpleFrame]. Only opaque or masked blend modes are currently supported, [BLEND_Translucent] blend mode was specified. (NOTE: “Disallow Nanite” on static mesh components can be used to suppress this warning and forcibly render the object as non-Nanite.)

This call is quite similar to the one tied to wire_088144225/Mountains_Bench. But this “MI_Glass_PathTracer_Thickness” has hundreds of entries, tied to multiple different meshes. And this will result in the same hung tied to the conflict between translucent materials and RTPSO.

Meaning, you need to track down all meshes tied to the material, and disable Nanite Support for them. Or, you can rework the affected material to be Opaque/Masked instead.

As for running r.raytracing.nanite.mode 1, it remains a valid workaround, yet you shouldn’t need it once all affected material/meshes are fixed.