Dismantling the .5 emissive beam from the Structural Solutions mod crashes the game constantly
crash report:
Version: 418783, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: Standalone, IsUsingMods: Yes, IsSaveGameEdited: No
Assertion failed: InstanceCustomData.Num() == Component->PerInstanceSMCustomData.Num() [File:D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Rendering\NaniteResources.cpp] [Line: 927]
FactoryGameEGS_Engine_Win64_Shipping!Nanite::FSceneProxy::FSceneProxy() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Rendering\NaniteResources.cpp:1060]
FactoryGameEGS_Engine_Win64_Shipping!UStaticMeshComponent::CreateSceneProxy() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\StaticMeshRender.cpp:2642]
FactoryGameEGS_Renderer_Win64_Shipping!FScene::BatchAddPrimitives() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:2004]
FactoryGameEGS_Renderer_Win64_Shipping!FScene::AddPrimitive() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:1935]
FactoryGameEGS_Engine_Win64_Shipping!UPrimitiveComponent::CreateRenderState_Concurrent() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:611]
FactoryGameEGS_Engine_Win64_Shipping!UActorComponent::RecreateRenderState_Concurrent() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1736]
FactoryGameEGS_Engine_Win64_Shipping!UActorComponent::DoDeferredRenderUpdates_Concurrent() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1810]
FactoryGameEGS_Engine_Win64_Shipping!
FactoryGameEGS_Engine_Win64_Shipping!
FactoryGameEGS_Engine_Win64_Shipping!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * cdecl(bool),48>::TTaskDelegateImpl<
FactoryGameEGS_Core_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
FactoryGameEGS_Core_Win64_Shipping!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:349]
FactoryGameEGS_Core_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
FactoryGameEGS_Core_Win64_Shipping!UE::Core::Private::Function::TFunctionRefCaller<
FactoryGameEGS_Core_Win64_Shipping!FThreadImpl::Run() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
FactoryGameEGS_Core_Win64_Shipping!FRunnableThreadWin::Run() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Version: 418783, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: Standalone, IsUsingMods: Yes, IsSaveGameEdited: No
Assertion failed: InstanceCustomData.Num() == Component->PerInstanceSMCustomData.Num() [File:D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Rendering\NaniteResources.cpp] [Line: 927]
FactoryGameEGS_Engine_Win64_Shipping!Nanite::FSceneProxy::FSceneProxy() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Rendering\NaniteResources.cpp:1060]
FactoryGameEGS_Engine_Win64_Shipping!UStaticMeshComponent::CreateSceneProxy() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\StaticMeshRender.cpp:2642]
FactoryGameEGS_Renderer_Win64_Shipping!FScene::BatchAddPrimitives() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:2004]
FactoryGameEGS_Renderer_Win64_Shipping!FScene::AddPrimitive() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:1935]
FactoryGameEGS_Engine_Win64_Shipping!UPrimitiveComponent::CreateRenderState_Concurrent() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:611]
FactoryGameEGS_Engine_Win64_Shipping!UActorComponent::RecreateRenderState_Concurrent() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1736]
FactoryGameEGS_Engine_Win64_Shipping!UActorComponent::DoDeferredRenderUpdates_Concurrent() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1810]
FactoryGameEGS_Engine_Win64_Shipping!
UWorld::SendAllEndOfFrameUpdates'::2'::<lambda_2>::operator()() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1117]FactoryGameEGS_Engine_Win64_Shipping!
ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,ParallelFor'::2'::<lambda_1>,std::nullptr_t>'::2'::FParallelExecutor::operator()() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]FactoryGameEGS_Engine_Win64_Shipping!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * cdecl(bool),48>::TTaskDelegateImpl<
LowLevelTasks::FTask::Init<ParallelForImpl::ParallelForInternal<TFunctionRef<void cdecl(int)>,ParallelFor'::2'::<lambda_1>,std() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]FactoryGameEGS_Core_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
FactoryGameEGS_Core_Win64_Shipping!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:349]
FactoryGameEGS_Core_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
FactoryGameEGS_Core_Win64_Shipping!UE::Core::Private::Function::TFunctionRefCaller<
LowLevelTasks::FScheduler::CreateWorker'::2'::<lambda_1>,void __cdecl(void)>::Call() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]FactoryGameEGS_Core_Win64_Shipping!FThreadImpl::Run() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
FactoryGameEGS_Core_Win64_Shipping!FRunnableThreadWin::Run() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
