Nanite fallback mesh buffers VRAM residence

Found it by going through the streaming code with the debugger and comparing the code paths taken.

A fix from CL 40885333 was missing.

It was messing up the texture streaming, as UStaticMeshComponent::GetStreamingRenderAssetInfo() has an immediate early-out that did not check GetStaticMesh()->

HasValidNaniteData() prior to this CL.