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.
| 0 | 
| Component | UE - Graphics Features - Ray Tracing | 
|---|---|
| Affects Versions | 5.6 | 
| Target Fix | 5.7.1 | 
| Created | Oct 28, 2025 | 
|---|---|
| Updated | Oct 29, 2025 |