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.
- 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]