Looks like a conflict between base material = Deferred Decal / Translucent and Nanite Override = Masked Surface when Nanite + Ray Tracing are enabled. In our main project (migrated 5.4 → 5.6) crashes began on map open. In a clean 5.6.1 project the minimal setup above reproduces the crash as well.
Two different call stacks observed in the real project (5.6/5.6.1):
(array OOB when RayTracingLODData is empty, i.e. Nanite RT commands were never generated).
In the clean repro, the crash also happens as soon as the mesh with the above material setup is viewed/loaded with RT+Nanite enabled.
We suspect the mesh gets classified by the base Deferred Decal domain, while the Nanite path tries to use the Override Surface material, leading to inconsistent flags and missing Nanite RT mesh commands, then an unchecked access.
I’ve verified the issue still occurs in latest, so the two CLs I mentioned don’t appear to fix it. I’ve created the following internal issue for tracking which should be visible publicly soon Unreal Engine Issues and Bug Tracker (UE\-313854)