This question was created in reference to: [UE5.5.4 Invalid data in Nanite [Content removed]
Hello Unreal Engine Support Team!
We have got Misaligned Address Error again. It has to be old issue that we though was fixed completely, but it still there just now it is 1/500 GPU crashes has such error. Unfortunately, I don’t have symbolized GPU crash to share with you, but I want to check if you have any fixes around area of Nanite::ShadeBinning that we may cherry-pick. Given that it’s so rare now I doubt that we can do some CVar experiments to find a source of the issue.
Breadcrumbs:
(ID: 0x801366a0) [ Active] Frame 4917
(ID: 0x801369da) [ Active] FRDGBuilder::Execute
(ID: 0x80136779) [ Active] Scene
(ID: 0x801368e6) [ Active] BasePass
(ID: 0x801368e8) [ Active] NaniteBasePass
(ID: 0x801368e9) [ Active] Nanite::BasePass
(ID: 0x801368ea) [ Active] Nanite::ShadeBinning
(ID: 0x801368ed) [Not Started] EditorPrimitives
(ID: 0x80136a04) [Not Started] ParallelDraw (Index: 0, Num: 1)
(ID: 0x801368ee) [Not Started] RenderView PostBasePass SceneDepthTexture
(ID: 0x801368ef) [Not Started] HZB
Active Shaders:
1 total.
[0]:
Type = Compute
Hash = 814e0f65f4249e26
Binary Hash = 814e0f65f4249e26
Shader Name = MA_Surface_Universal_29a041730e4c96cc/Low/FNaniteVertexFactory/TBasePassCSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainCS
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