Dear Support Team,
we have an issue with our project in the Editor. We recently added r.Nanite.ForceEnableMeshes=1 to the DefaultEngine.ini. We did this since the content is partially shared between projects but we do not use Nanite in all of the projects. That’s why we enforce Nanite in the project in which we want to have Nanite enabled. A build of the project did not show any problem so far. Ocassionally, the Editor crashes with an EXCEPTION_ACCESS_VIOLATION. It is not always in the same place. Some places where this happended
- FDeferredShadingSceneRenderer::BindRayTracingMaterialPipeline (Engine\Source\Runtime\Renderer\Private\RayTracing\RayTracingMaterialHitShaders.cpp:1030)
- FRendererModule::BeginRenderingViewFamilies’::`87’::<lambda_3>::operator()() (Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4848)
We can constantly reproduce the EXCEPTION_ACCESS_VIOLATION when we try to open a Material Function asset from the Content Browser, also in a simple blueprint template project based on the first person shooter. This behaviour can be reproduced once r.Nanite.ForceEnableMeshes=1 was added to the DefaultGame.ini and a Material Function is double-clicked. How is r.Nanite.ForceEnableMeshes supposed to work? Did we miss a setting we need to enable as well or is this a known issue in UE 5.3?
Kind regards,
Jochen