Here is shader code

Code :
layout(std430, binding = 4) buffer MVMatrix 
 mat4 ModelView[];
} mvMat;
uniform int ObjectIndex;
vec4 pos = mvMat.ModelView[ObjectIndex] * vec4(in_Position, 1.0);

To mvMat binded range of buffer with type GL_SHADER_STORAGE_BUFFER. Buffer size is 65556 (1024 matrices)

First set of ObjectIndex to any value is OK
Second set of ObjectIndex to any value get GL_INVALID_OPERATION error generated. Wrong component type or count.

This message I get from DebugCallback, when execution point return from callback to place after glUniformi1

Also glGetProgramResourceiv for GL_TOP_LEVEL_ARRAY_SIZE return zero.

Graphic driver is GeForce 314.21 beta