Description

POST LINK: https://forums.unrealengine.com/t/editor-crash-unhandled-assert-when-changing-blend-mode-on-a-material-assigned-to-a-nanite-static-mesh/2764048

POST BODY:

  • Summary
    Changing a material's Blend Mode crashes the editor when that material is currently assigned to a Nanite-enabled static mesh (visible in the level or in the Material Editor preview). The engine correctly logs a warning that the blend mode is unsupported on Nanite, but then proceeds into a Lumen scene card capture path that asserts instead of failing gracefully.
  • What Type of Bug are you experiencing?
    AI
  • Steps to Reproduce
    Create or use a static mesh with Nanite enabled.
    Assign a material to it (in the level, or set as the Material Editor's preview mesh).
    Open the material and change its Blend Mode.
    Editor crashes immediately.
  • Expected Result
    Editor should not crash. Ideally it should block or gracefully reject the invalid blend mode/Nanite combination, consistent with the warning it already logs.
  • Observed Result
    Editor crashes with an unhandled assertion.
  • Affects Versions
    5.8
  • Platform(s)
    Windows
  • For crash reports, include your callstack
    LogStaticMesh: Warning: Invalid material [NewMaterial] used on Nanite static mesh [SM_Drone_Two_Mats].
    Only opaque or masked blend modes are currently supported, [BLEND_TranslucentColoredTransmittance] blend mode was specified.

LogWindows: Error: appError called: Assertion failed: Nanite::IsSupportedBlendMode(ShadingMaterial)

[[Link Removed]:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Lumen\LumenSceneCardCapture.cpp] [Line: 312]

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Duplicate
ComponentUE - Rendering - Features - Nanite
Affects Versions5.8
CreatedOct 23, 2026
ResolvedOct 23, 2026
UpdatedOct 23, 2026
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