Thanks! Static meshes are working perfectly now. However I tested skeletal meshes and got this crash
UnrealEditor-Engine.dll!FSkeletalMeshObjectNanite::GetSkinVertexFactory(const FSceneView * View, int LODIndex, int ChunkIdx, ESkinVertexFactoryMode VFMode) Line 650 C++
UnrealEditor-Engine.dll!Nanite::FSkinnedSceneProxy::GetDynamicMeshElements(const TArray<FSceneView const *,TSizedDefaultAllocator<32>> & Views, const FSceneViewFamily & ViewFamily, unsigned int VisibilityMap, FMeshElementCollector & Collector) Line 3042 C++
UnrealEditor-Renderer.dll!FDynamicMeshElementContext::GatherDynamicMeshElementsForPrimitive(FPrimitiveSceneInfo * Primitive, unsigned char ViewMask) Line 4172 C++
UnrealEditor-Renderer.dll!FDynamicMeshElementContext::LaunchAsyncTask::__l2::<lambda_1>::operator()() Line 4132 C++
UnrealEditor-Renderer.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 518 C++
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I figured it was because we don’t have raytracing enabled and thus the vertex factory was not initialized. After enabling raytracing though, we get a different crash
Log: Attempted to set null uniform buffer
> [Inline Frame] UnrealEditor-Engine.dll!FMeshDrawSingleShaderBindings::Add(const FShaderUniformBufferParameter &) Line 143 C++
UnrealEditor-Engine.dll!FGPUSkinVertexFactoryShaderParameters::GetElementShaderBindings(const FSceneInterface * Scene, const FSceneView * View, const FMeshMaterialShader * Shader, const EVertexInputStreamType InputStreamType, ERHIFeatureLevel::Type FeatureLevel, const FVertexFactory * VertexFactory, const FMeshBatchElement & BatchElement, FMeshDrawSingleShaderBindings & ShaderBindings, TArray<FVertexInputStream,TSizedInlineAllocator<7,32,TSizedDefaultAllocator<32>>> & VertexStreams) Line 1069 C++
[Inline Frame] UnrealEditor-Engine.dll!TVertexFactoryParameterTraits<0,TGPUSkinVertexFactory<0>>::GetElementShaderBindings(const FVertexFactoryShaderParameters *) Line 1076 C++
UnrealEditor-Engine.dll!GetVertexFactoryParametersElementShaderBindings<TGPUSkinVertexFactory<0>>(EShaderFrequency ShaderFrequency, const FVertexFactoryShaderParameters * Parameters, const FSceneInterface * Scene, const FSceneView * View, const FMeshMaterialShader * Shader, const EVertexInputStreamType InputStreamType, ERHIFeatureLevel::Type FeatureLevel, const FVertexFactory * VertexFactory, const FMeshBatchElement & BatchElement, FMeshDrawSingleShaderBindings & ShaderBindings, TArray<FVertexInputStream,TSizedInlineAllocator<7,32,TSizedDefaultAllocator<32>>> & VertexStreams) Line 308 C++
[Inline Frame] UnrealEditor-Renderer.dll!FVertexFactoryType::GetShaderParameterElementShaderBindings(EShaderFrequency) Line 391 C++
UnrealEditor-Renderer.dll!FMeshMaterialShader::GetElementShaderBindings(const FShaderMapPointerTable & PointerTable, const FScene * Scene, const FSceneView * ViewIfDynamicMeshCommand, const FVertexFactory * VertexFactory, const EVertexInputStreamType InputStreamType, const FGenericStaticFeatureLevel FeatureLevel, const FPrimitiveSceneProxy * PrimitiveSceneProxy, const FMeshBatch & MeshBatch, const FMeshBatchElement & BatchElement, const FMeshMaterialShaderElementData & ShaderElementData, FMeshDrawSingleShaderBindings & ShaderBindings, TArray<FVertexInputStream,TSizedInlineAllocator<7,32,TSizedDefaultAllocator<32>>> & VertexStreams) Line 499 C++
[Inline Frame] UnrealEditor-Renderer.dll!FMeshMaterialShader::GetElementShaderBindings(const TShaderRefBase<FMeshDecalsVS,FShaderMapPointerTable> & Scene, const FScene * ViewIfDynamicMeshCommand, const FSceneView * FeatureLevel, const FVertexFactory *) Line 115 C++
UnrealEditor-Renderer.dll!FMeshPassProcessor::BuildMeshDrawCommands<TMeshProcessorShaders<FMeshDecalsVS,FMeshDecalsPS,FMeshMaterialShader,FMeshMaterialShader,FMeshMaterialShader>,FMeshMaterialShaderElementData>(const FMeshBatch & MeshBatch, unsigned __int64 BatchElementMask, const FPrimitiveSceneProxy * PrimitiveSceneProxy, const FMaterialRenderProxy & MaterialRenderProxy, const FMaterial & MaterialResource, const FMeshPassProcessorRenderState & DrawRenderState, const TMeshProcessorShaders<FMeshDecalsVS,FMeshDecalsPS,FMeshMaterialShader,FMeshMaterialShader,FMeshMaterialShader> & PassShaders, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, FMeshDrawCommandSortKey SortKey, EMeshPassFeatures MeshPassFeatures, const FMeshMaterialShaderElementData & ShaderElementData) Line 188 C++
UnrealEditor-Renderer.dll!FMeshDecalMeshProcessor::Process(const FMeshBatch & MeshBatch, unsigned __int64 BatchElementMask, int StaticMeshId, const FPrimitiveSceneProxy * PrimitiveSceneProxy, const FMaterialRenderProxy & MaterialRenderProxy, const FMaterial & MaterialResource, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode) Line 378 C++
[Inline Frame] UnrealEditor-Renderer.dll!FMeshDecalMeshProcessor::TryAddMeshBatch(const FMeshBatch &) Line 305 C++
UnrealEditor-Renderer.dll!FMeshDecalMeshProcessor::AddMeshBatch(const FMeshBatch & MeshBatch, unsigned __int64 BatchElementMask, const FPrimitiveSceneProxy * PrimitiveSceneProxy, int StaticMeshId) Line 244 C++
UnrealEditor-Renderer.dll!GenerateDynamicMeshDrawCommands(const FViewInfo & View, EShadingPath ShadingPath, EMeshPass::Type PassType, FMeshPassProcessor * PassMeshProcessor, const TArray<FMeshBatchAndRelevance,TLinearArrayAllocatorBase<FSceneRenderingBlockAllocationTag,0>> & DynamicMeshElements, const TArray<FMeshPassMask,TLinearArrayAllocatorBase<FSceneRenderingBlockAllocationTag,0>> * DynamicMeshElementsPassRelevance, int MaxNumDynamicMeshElements, const TArray<FStaticMeshBatch const *,TLinearArrayAllocatorBase<FSceneRenderingBlockAllocationTag,0>> & DynamicMeshCommandBuildRequests, const TArray<enum EMeshDrawCommandCullingPayloadFlags,TLinearArrayAllocatorBase<FSceneRenderingBlockAllocationTag,0>> DynamicMeshCommandBuildFlags, int MaxNumBuildRequestElements, TArray<FVisibleMeshDrawCommand,TLinearArrayAllocatorBase<FSceneRenderingBlockAllocationTag,0>> & VisibleCommands, FDynamicMeshDrawCommandStorage & MeshDrawCommandStorage, Experimental::TRobinHoodHashSet<FGraphicsMinimalPipelineStateInitializer,DefaultKeyFuncs<FGraphicsMinimalPipelineStateInitializer,0>,TSizedDefaultAllocator<32>> & MinimalPipelineStatePassSet, bool & NeedsShaderInitialisation) Line 638 C++
UnrealEditor-Renderer.dll!FMeshDrawCommandPassSetupTask::AnyThreadTask() Line 1091 C++
[Inline Frame] UnrealEditor-Renderer.dll!FMeshDrawCommandPassSetupTask::DoTask(ENamedThreads::Type) Line 1169 C++
UnrealEditor-Renderer.dll!TGraphTask<FMeshDrawCommandPassSetupTask>::ExecuteTask() Line 696 C++
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Any advice?
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