Hi Kevin. This is an extremely niche issue. It’s only something we’ve seen in our sub-level loaded nanite meshes on Test config builds with PGO enabled. It is unlikely to be reproducible without a lot of effort.
Is there any chance you could provide some insight into what would potentially cause some nanite meshes to partially render and require a full flush of all FPrimitiveSceneInfo instances via FGlobalComponentRecreateRenderStateContext?