When opening heavy levels that have static mesh assets sometimes the level is crashing with this error:
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Assertion failed: LODData.SBTAllocation == nullptr [File:C:\unreal\git\upp-unrealengine\Engine\Source\Runtime\Renderer\Private\PrimitiveSceneInfo.cpp] [Line: 416]
UnrealEditor_Core!FDebug::CheckVerifyFailedImpl2() [C:\unreal\git\upp-unrealengine\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:745]
UnrealEditor_Renderer!FPrimitiveSceneInfo::AllocateRayTracingSBT() [C:\unreal\git\upp-unrealengine\Engine\Source\Runtime\Renderer\Private\PrimitiveSceneInfo.cpp:416]
UnrealEditor_Renderer!FPrimitiveSceneInfo::CacheRayTracingPrimitives() [C:\unreal\git\upp-unrealengine\Engine\Source\Runtime\Renderer\Private\PrimitiveSceneInfo.cpp:1354]
UnrealEditor_Renderer!`FRDGBuilder::AddSetupTask<`FScene::Update'::`391'::<lambda_13>,UE::Tasks::Private::FTaskHandle &>'::`2'::<lambda_1>::operator()() [C:\unreal\git\upp-unrealengine\Engine\Source\Runtime\RenderCore\Public\RenderGraphBuilder.inl:603]
UnrealEditor_Renderer!UE::Tasks::Private::FTaskBase::TryExecuteTask() [C:\unreal\git\upp-unrealengine\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:518]
UnrealEditor_Renderer!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1> >'::`13'::<lambda_1>,0>::CallAndMove() [C:\unreal\git\upp-unrealengine\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [C:\unreal\git\upp-unrealengine\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [C:\unreal\git\upp-unrealengine\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [C:\unreal\git\upp-unrealengine\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:757]
UnrealEditor_Core!`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>::operator()() [C:\unreal\git\upp-unrealengine\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:220]
UnrealEditor_Core!FThreadImpl::Run() [C:\unreal\git\upp-unrealengine\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [C:\unreal\git\upp-unrealengine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
The crash happens only in editor, only few seconds after opening the level for the first time and only when the viewport is pointing to the specific mesh. If the viewport is pointing for example to the sky, then the level is loaded correctly and now crash occurs.
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