So i have troubles with light in VR.
Engine immidietly crashes if i start playing VR mode with any light on scene(point light, directional light, sky light, etc.):
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Assertion failed: Resource [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderParameterStruct.cpp] [Line: 593] Null resource entry in uniform buffer parameters: FLightFunctionAtlasGlobalParameters.Resources[1], ResourceType 0x10.
UnrealEditor_RenderCore!ValidateShaderParameterResourcesRHI() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderParameterStruct.cpp:593]
UnrealEditor_D3D12RHI!FD3D12DynamicRHI::RHICreateUniformBuffer() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12UniformBuffer.cpp:24]
UnrealEditor_RenderCore!FRDGUniformBuffer::InitRHI() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphResources.cpp:161]
UnrealEditor_RenderCore!FRDGBuilder::CreateUniformBuffers() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2874]
UnrealEditor_RenderCore!FPixelShaderUtils::AddRasterizeToRectsPass<FClearUAVRectsPS,FClearUAVRectsParameters>'::
2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphBuilder.inl:550]
UnrealEditor_RenderCore!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:504]
UnrealEditor_RenderCore!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
UE::Tasks::Private::FTaskBase::Init’::2'::<lambda_1> >'::
13’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:155]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:406]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]