When HitLighting is enabled, SBT commit is running on the Graphic Queue, and the pass "LumenSceneLighting->offscreenshadows->LumenDirectLightingHardwareRayTracingRGS" that uses SBT could run on the AsyncCompute Queue, so the fence Context.BatchedSyncPoints.ToWait.Emplace(Buffer->UploadResourceDataViaCopyQueue(Context, &Data)) is not guaranteed that the LumenDirectLightingHardwareRayTracingRGS runs after the copy queue.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-351043 in the post.
| 4 |
| Component | UE - Rendering - Features - Ray Tracing |
|---|---|
| Affects Versions | 5.6 |
| Target Fix | 6.0 |
| Fix Commit | 59066621 |
|---|
| Created | Oct 28, 2025 |
|---|---|
| Resolved | Oct 8, 2026 |
| Updated | Oct 14, 2026 |