Engine/Shaders/Private/Nanite/NaniteVertexFactory.ush:959
LightMapCoordinateInput = GetTexCoord(Cluster, uint3(Verts[0].VertIndex, Verts[1].VertIndex, Verts[2].VertIndex), Barycentrics, LightMapUVIndex);
The Voxel path instantiates this function with N = 1, but the code always reads Verts[1] and Verts[2], which is out of bounds.
[/Script/Engine.RendererSettings] r.AllowStaticLighting=True r.VelocityOutputPass=1 r.Nanite.Foliage=True
Result:
Shader compile error occurs with the following:
21 Shader compiler errors compiling NewMaterial for platform PCD3D_SM6: Internal Error! NewMaterial_bb2df57701f578a3/High/FNaniteVertexFactory/TBasePassCSTLightMapPolicyHQVoxel/1:/Engine/Private/BasePassPixelShader.usf|MainCS VF 'FNaniteVertexFactory' Type 'TBasePassCSTLightMapPolicyHQVoxel' '/Engine/Private/BasePassPixelShader.usf' Entry 'MainCS' Permutation 1 Shader debug info dumped to: "D:\dev\ue508projects\VoxelRepro\Saved\ShaderDebugInfo\PCD3D_SM6\NewMaterial_bb2df57701f578a3\High\FNaniteVertexFactory\TBasePassCSTLightMapPolicyHQVoxel\0_ec2c0ef24d84ef31" D:\dev\UnrealEngine-5.8.3\Engine\Binaries\Win64\BasePassPixelShader.dxil(6089,37): Shader TBasePassCSTLightMapPolicyHQVoxel, Permutation 0, VF FNaniteVertexFactory: BasePassPixelShader.dxil:6089:37: error: Instructions must be of an allowed type. note: at '%1146 = insertelement <3 x float> undef, float %1137, i32 0' in block '#32' of function 'MainCS'. ...
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-403591 in the post.
| 0 |
| Component | UE - Rendering - Features - Nanite |
|---|---|
| Affects Versions | 5.8 |
| Target Fix | 5.9 |
| Created | Oct 16, 2026 |
|---|---|
| Updated | Oct 19, 2026 |