Nanite Fixup Chunk Crash

Hello, I am currently getting a crash in Unreal in Linux from Nanite. This crash has been rather nebulous and sometimes seems to go away on its own before coming back. I can’t find any information on anyone having a similar issue. The following is the crash log -

Assertion failed: TargetResidentPageIndex [File:./Runtime/Engine/Private/Rendering/NaniteStreamingManager.cpp] [Line: 1112]

Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
play: Encountered a new compute PSO: 163373911
[2024.05.10-17.45.15:674][ 1]LogRHI: Display: Encountered a new compute PSO: 1016975694
[2024.05.10-17.45.15:674][ 1]LogRHI: Display: Encountered a new compute PSO: 2798658479
[2024.05.10-17.45.15:674][ 1]LogRHI: Display: Encountered a new compute PSO: 3897100365
[2024.05.10-17.45.15:674][ 1]LogRHI: Display: Encountered a new compute PSO: 1787307005
[2024.05.10-17.45.15:674][ 1]LogRHI: Display: Encountered a new compute PSO: 1706635191
[2024.05.10-17.45.15:674][ 1]LogRHI: Display: Encountered a new compute PSO: 541404420
[2024.05.10-17.45.15:973][ 2]LogNaniteStreaming: Error: Encountered a corrupt fixup chunk. Magic: B0EC NumClusters: 141, NumClusterFixups: 29, NumHierarchyFixups: 6269, This should never happen.
[2024.05.10-17.45.15:973][ 2]LogNaniteStreaming: Error: Encountered a corrupt fixup chunk. Magic: B0EC NumClusters: 141, NumClusterFixups: 29, NumHierarchyFixups: 6269, This should never happen.
[2024.05.10-17.45.15:981][ 2]LogCore: Error: appError called: Assertion failed: TargetResidentPageIndex [File:./Runtime/Engine/Private/Rendering/NaniteStreamingManager.cpp] [Line: 1112]

CommonUnixCrashHandler: Signal=11
[2024.05.10-17.45.16:001][ 2]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003

[2024.05.10-17.45.16:001][ 2]LogCore: Assertion failed: TargetResidentPageIndex [File:./Runtime/Engine/Private/Rendering/NaniteStreamingManager.cpp] [Line: 1112]

I got the same Crash under Linux. To fix it, I disable the nanite of all static mesh with translucent material in the scene. And the problem is gone forever!