Can't Bake Probe Volumes

I’m not able to bake the Adaptive Probe Volume for my scene. I get the following error after I “finish” the backing process. I have everything turned on to support it.

Using the latest version of HDRP. I went ahead and tried a very simple scene and was able to use the backing processing.

Here is the code snippet.

It assumes a mesh render.

While writing this post I fixed the issue by checking the type before the cast…

AccelStrcutAdapater.cs

        public void AddInstance(int objectHandle, Component meshRendererOrTerrain, Span<uint> perSubMeshMask, Span<uint> perSubMeshMaterialIDs, uint renderingLayerMask)
        {
            if (meshRendererOrTerrain is Terrain terrain)
            {
                Debug.Assert(terrain.enabled, "Terrains are expected to be enabled.");
                var terrainDesc = new TerrainDesc();
                terrainDesc.terrain = terrain;
                terrainDesc.mask = perSubMeshMask[0];
                terrainDesc.materialID = perSubMeshMaterialIDs[0];
                AddInstance(objectHandle, terrainDesc);
            }
            else if (meshRendererOrTerrain is MeshRenderer rendere)
            {
                    var meshRenderer = (MeshRenderer)meshRendererOrTerrain;
                    Debug.Assert(meshRenderer.enabled, "Mesh renderers are expected to be enabled.");
                    Debug.Assert(!meshRenderer.isPartOfStaticBatch, "Mesh renderers are expected to not be part of static batch.");
                    var mesh = meshRenderer.GetComponent<MeshFilter>().sharedMesh;
                    AddInstance(objectHandle, mesh, meshRenderer.transform.localToWorldMatrix, perSubMeshMask, perSubMeshMaterialIDs, renderingLayerMask);
            }
            else if (meshRendererOrTerrain is SkinnedMeshRenderer skinnedMeshRenderer)
            {
                    Debug.Assert(skinnedMeshRenderer.enabled, "Mesh renderers are expected to be enabled.");
                    Debug.Assert(!skinnedMeshRenderer.isPartOfStaticBatch, "Mesh renderers are expected to not be part of static batch.");
                    var mesh = skinnedMeshRenderer.GetComponent<MeshFilter>().sharedMesh;
                    AddInstance(objectHandle, mesh, skinnedMeshRenderer.transform.localToWorldMatrix, perSubMeshMask, perSubMeshMaterialIDs, renderingLayerMask);
            }
        }

In my case, I was using also using a skinned mesh renderer also.