Fail to compile Engine WorldGridMaterial (UE 5.4.1)

Opening in editor the WorldGridMaterial and doing 0 changes but just making apply the editor crashes

Material:
/Engine/EngineMaterials/WorldGridMaterial

It happens on an empty project too (with or without nanite enabled)

This is happening on unreal 5.4.1 and not happening on 5.3.2

Log:


Assertion failed: RasterEntry != nullptr [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Nanite\NaniteShading.cpp] [Line: 1932] 



UnrealEditor_Renderer!FNaniteRasterPipelines::ReloadFixedFunctionBins() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Nanite\NaniteShading.cpp:1932]
UnrealEditor_Renderer!FScene::ReloadNaniteFixedFunctionBins() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:1298]
UnrealEditor_Engine!`FModelSceneProxy::FElementInfo::FElementInfo'::`11'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp:4752]
UnrealEditor_RenderCore!`FRenderCommandPipeRegistry::StopRecording'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1751]
UnrealEditor_RenderCore!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:413]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:539]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

The interested line is: https://github.com/EpicGames/UnrealEngine/blob/16dc333db3d6439c7f2886cf89db8907846c0e8a/Engine/Source/Runtime/Renderer/Private/Nanite/NaniteShading.cpp#L1932

void FNaniteRasterPipelines::ReloadFixedFunctionBins()
{
	for (const FFixedFunctionBin& FixedFunctionBin : FixedFunctionBins)
	{
		FNaniteRasterPipeline Pipeline = FNaniteRasterPipeline::GetFixedFunctionPipeline(FixedFunctionBin.TwoSided, FixedFunctionBin.Spline);
		FNaniteRasterEntry* RasterEntry = PipelineMap.Find(Pipeline);
		check(RasterEntry != nullptr); //this line
		RasterEntry->RasterPipeline = Pipeline;
		RasterEntry->CacheMap.Reset();
	}
}

It happened a long time ago too Built UE4Editor from github, failure compiling WorldGridMaterial.WorldGridMaterial

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Full log here:
mine.log (328.5 KB)

Still an issue in 5.4.2, 5.4.3 and built from source on 5.4.4 (04 Aug 2024)

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I believe I’m reproducing this in Unreal 5.5.2.
I will come back with the log later.

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I disable 1 of Vulkan_SM5 or Vulkan_SM6, it suddenly works!

well… nanite is not supported in SM5 so might make sense