Epic's GPUlightmass

I’m sorry but I haven’t figured out why I’m getting “ensure exception”. May be screenshots will help:



Callstack:

[UnrealEditor-GPULightmass.dll] FComputeShaderUtils::ValidateGroupCount(const UE::Math::TIntVector3<int> &) RenderGraphUtils.h:434
[UnrealEditor-GPULightmass.dll] FComputeShaderUtils::AddPass<FFirstBounceRayGuidingCDFBuildCS>(FRDGBuilder &, FRDGEventName &&, ERDGPassFlags, const TShaderRefBase<FFirstBounceRayGuidingCDFBuildCS, FShaderMapPointerTable> &, const FShaderParametersMetadata *, FFirstBounceRayGuidingCDFBuildCS::FParameters *, TIntVector3<int>) RenderGraphUtils.h:563
[UnrealEditor-GPULightmass.dll] GPULightmass::FLightmapRenderer::Finalize(FRDGBuilder &) LightmapRenderer.cpp:2688
[UnrealEditor-GPULightmass.dll] GPULightmass::FLightmapRenderer::BackgroundTick() LightmapRenderer.cpp:4082
[UnrealEditor-GPULightmass.dll] GPULightmass::FSceneRenderState::BackgroundTick(FRHICommandList &) Scene.cpp:1730
[Inlined] [UnrealEditor-RenderCore.dll] UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>, void __cdecl(FRHICommandListImmediate &)>::operator()(FRHICommandListImmediate &) Function.h:471
[UnrealEditor-RenderCore.dll] `FRenderThreadCommandPipe::EnqueueAndLaunch'::`5'::<lambda_1>::operator()() RenderingThread.cpp:1546
[Inlined] [UnrealEditor-RenderCore.dll] UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>, void __cdecl(void)>::operator()() Function.h:471
[Inlined] [UnrealEditor-RenderCore.dll] TFunctionGraphTaskImpl<void __cdecl(void), 1>::DoTaskImpl(TUniqueFunction<void __cdecl(void)> &, Type, const TRefCountPtr<FBaseGraphTask> &) TaskGraphInterfaces.h:1111
[Inlined] [UnrealEditor-RenderCore.dll] TFunctionGraphTaskImpl<void __cdecl(void), 1>::DoTask(Type, const TRefCountPtr<FBaseGraphTask> &) TaskGraphInterfaces.h:1104
[UnrealEditor-RenderCore.dll] TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void), 1> >::ExecuteTask() TaskGraphInterfaces.h:706
[UnrealEditor-Core.dll] UE::Tasks::Private::FTaskBase::TryExecuteTask() TaskPrivate.h:527
[Inlined] [UnrealEditor-Core.dll] FBaseGraphTask::Execute(TArray<FBaseGraphTask *, TSizedDefaultAllocator<32> > &, Type, bool) TaskGraphInterfaces.h:505
[UnrealEditor-Core.dll] FNamedTaskThread::ProcessTasksNamedThread(int, bool) TaskGraph.cpp:779
[UnrealEditor-Core.dll] FNamedTaskThread::ProcessTasksUntilQuit(int) TaskGraph.cpp:667
[UnrealEditor-RenderCore.dll] RenderingThreadMain(FEvent *) RenderingThread.cpp:318
[UnrealEditor-RenderCore.dll] FRenderingThread::Run() RenderingThread.cpp:476
[UnrealEditor-Core.dll] FRunnableThreadWin::Run() WindowsRunnableThread.cpp:156
[UnrealEditor-Core.dll] FRunnableThreadWin::GuardedRun() WindowsRunnableThread.cpp:71