The crash occurs when we enable both Wireframe (ALT+2) and HDR (Eye Adaptation) Visualization at the same time.
Open a blank project
In the Viewport, press Show>Visualize>HDR (Eye Adaptation) (UE5.5 layout, it slightly changed in 5.6)
Now either press Lit and select Wireframe or use the shortcut ALT+2
The engine crashes
The same behavior is shown if we enable Wireframe mode prior and later enable HDR.
> UnrealEditor-RenderCore.dll!FRDGBuilder::CreateTexture(const FRDGTextureDesc & Desc, const wchar_t * Name, ERDGTextureFlags Flags) Line 47 C++
UnrealEditor-Renderer.dll!StampDeferredDebugProbeMaterialPS(FRDGBuilder & GraphBuilder, TArrayView<FViewInfo const ,int> Views, const FRenderTargetBindingSlots & BasePassRenderTargets, const FMinimalSceneTextures & SceneTextures) Line 204 C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderBasePass(FDeferredShadingSceneRenderer & Renderer, FRDGBuilder & GraphBuilder, TArrayView<FViewInfo,int> InViews, FSceneTextures & SceneTextures, const FDBufferTextures & DBufferTextures, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FRDGTexture * ForwardShadowMaskTexture, FInstanceCullingManager & InstanceCullingManager, bool bNaniteEnabled, FNaniteShadingCommands & NaniteBasePassShadingCommands, const TArrayView<Nanite::FRasterResults,int> & NaniteRasterResults) Line 1260 C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder) Line 2488 C++
UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread(FRHICommandListImmediate & RHICmdList, const TArray<FSceneRenderer *,TSizedDefaultAllocator<32>> & SceneRenderers) Line 5431 C++
UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies::__l96::<lambda_3>::operator()(FRHICommandListImmediate & RHICmdList) Line 5734 C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(FRHICommandListImmediate &)>::operator()(FRHICommandListImmediate &) Line 470 C++
UnrealEditor-RenderCore.dll!FRenderThreadCommandPipe::EnqueueAndLaunch::__l5::<lambda_1>::operator()() Line 1541 C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 470 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTaskImpl(TUniqueFunction<void __cdecl(void)> & Function, ENamedThreads::Type) Line 1710 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTask(ENamedThreads::Type) Line 1703 C++
UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1>>::ExecuteTask() Line 634 C++
UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 504 C++
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) Line 482 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 779 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 668 C++
UnrealEditor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 317 C++
UnrealEditor-RenderCore.dll!FRenderingThread::Run() Line 470 C++
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 159 C++
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71 C++
[External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-291324 in the post.