Unity Burst crashes when using NativeList<FixedList4096Bytes>

When creating a job with NativeList as data type, the editor just crashes.
Is there a workaround or am I doing something wrong?

var temp = new NativeList<FixedList4096Bytes<float>>(1000, Allocator.TempJob);
for (var i = 0; i < 800; i++) {
    temp.Add(new FixedList4096Bytes<float>());
}

var job = new BurstTest {
    BeltPositionsF = temp
};

var jh = job.Schedule(temp.Length, 100);
jh.Complete();



[BurstCompile]
public struct BurstTest : IJobParallelFor {
    public NativeList<FixedList4096Bytes<float>> BeltPositionsF;

    public void Execute(int index) { }
}

After some testing, it seems that the creation of the NativeList<FixedList<>> crashes Unity, even before the job is scheduled.

After some more testing I found the Unity Editor reports

* Assertion at memory-access.c:122, condition `size < MAX_INLINE_COPY_SIZE' not met
  1. Maybe this is because there are 200 non-filled entries in the native list
  2. If no one else responds, maybe file a bug report?

I assume it’s related to

which mentions this src code

Since it’s called “inline copy” I assume that structs/etc inside of NativeArray can only be

#define MAX_INLINE_COPY_SIZE 10000

/*FIXME arbitrary hack to avoid unbound code expansion.*/
g_assert (size < MAX_INLINE_COPY_SIZE);

(10kb) long? But I’m just guessing.

I have opened a issue: IN-82502