i checked the ue4 source code for this and this assert is new in UE5.
the function “ValidateInstanceUploadInfo(…)” does this check.
I was not able to reproduce this with a fresh project.
Some numbers:
i have 300+ Actors each with ISMC, but only a few have instances they get added or removed based on position and view of the player. the maximum amount of instances of a single actor was 300. the others had < 50.
can removing and adding instances in tick cause the custom floats upload to the material?
trying to reproduce this in a fresh project was no success…
could this happen during the converting to ue5 from ue4.27?
After hours of debugging i found the issue. Somehow my render data got corrupted during frustum check. i don’t know why…
but the ISMC has nothing to do with this for sure
Hi @HOUmmel I have the same issue and i was wondering if you figured out why the data got corrupted because I’m really stuck on this issue, thx you in advance