Version: 418783, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: Listen Server, 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'::::operator()() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1117] FactoryGameEGS_Engine_Win64_Shipping!`ParallelForImpl::ParallelForInternal,`ParallelFor'::`2'::,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::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`ParallelForImpl::ParallelForInternal,`ParallelFor'::`2'::,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::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'::,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]