Description

This is a regression. Tested in //UE5/Release-5.0 CL20979098

Build mini map fails with an Unhandled Exception while r.Raytracing.Nanite.Mode=1 is enabled in the DefaultEngine.ini.

Steps to Reproduce
  1. Create a new blank project
  2. Save the default Open World level as NewMap
  3. Open Project Settings and set Maps & Modes > Editor Startup Map to NewMap
  4. Close the Editor then navigate to the project directory's Config folder then open DefaultEngine.ini with a text editor
  5. Under RenderSettings section add r.Raytracing.Nanite.Mode=1
  6. Save and close the .ini file
  7. Open the project
    • For visual confirmation place a large mesh into the level so that it will be visible on the World Partition mini map (Cube scaled to 100.0, 100.0, 100.0)
  8. Select Build > Build Minimap
  9. Wait for the build to finish
  10. Observe the World Partition mini map and the Output Log

Expected Results:
The World Partition mini map is built and reflects the changes made to the level

Actual Results:
The build fails with and Unhandled Exception thrown in the Output Log

Callstack
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000001c68
UnrealEditor-Renderer.dll!FSceneViewState::PathTracingInvalidate() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\PathTracing.cpp:1946]
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:2199]
UnrealEditor-Renderer.dll!UpdateSceneCaptureContentDeferred_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneCaptureRendering.cpp:335]
UnrealEditor-Renderer.dll!UpdateSceneCaptureContent_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneCaptureRendering.cpp:487]
UnrealEditor-Renderer.dll!<lambda_1a2fcc4453a6855eb508b641a50c41ee>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneCaptureRendering.cpp:1029]
UnrealEditor-Renderer.dll!TEnqueueUniqueRenderCommandType<`FScene::UpdateSceneCaptureContents'::`12'::CaptureCommandName,<lambda_1a2fcc4453a6855eb508b641a50c41ee> >::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:206]
UnrealEditor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::UpdateSceneCaptureContents'::`12'::CaptureCommandName,<lambda_1a2fcc4453a6855eb508b641a50c41ee> > >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor-RenderCore.dll!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:415]
UnrealEditor-RenderCore.dll!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:541]
UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
KERNEL32.DLL!UnknownFunction []
ntdll.dll!UnknownFunction []

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Fixed
ComponentUE - Graphics Features
Affects Versions5.1
Target Fix5.2
Fix Commit23187827
Main Commit23187827
CreatedJan 31, 2023
ResolvedFeb 1, 2023
UpdatedApr 11, 2023