Well, now I am getting a new error. Seems like this one is not sure to happen, more like 50-50.
Assertion failed: ResourceMap.Contains(Resource) [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp] [Line: 790] Resource at 00000B58EC266200 registered with pass LightmapGBufferTile is not part of the graph and is likely a dangling pointer or garbage value.
UnrealEditor_RenderCore!FRDGUserValidation::ValidateAddPass'::
2’::<lambda_8>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:840]
UnrealEditor_RenderCore!FRDGParameterStruct::Enumerate<FRDGUserValidation::ValidateAddPass'::
2’::<lambda_8> >() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphParameters.inl:15]
UnrealEditor_RenderCore!FRDGParameterStruct::EnumerateUniformBuffers<FRDGParameterStruct::Enumerate<
FRDGUserValidation::ValidateAddPass’::2'::<lambda_8> >'::
2’::<lambda_1> >() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphParameters.inl:50]
UnrealEditor_RenderCore!FRDGParameterStruct::Enumerate<FRDGUserValidation::ValidateAddPass'::
2’::<lambda_8> >() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphParameters.inl:13]
UnrealEditor_RenderCore!FRDGUserValidation::ValidateAddPass() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:942]
UnrealEditor_RenderCore!FRDGBuilder::SetupParameterPass() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2426]
UnrealEditor_GPULightmass!FRDGBuilder::AddPass<GPULightmass::FLightmapGBufferPassParameters,GPULightmass::FLightmapRenderer::Finalize'::
323’::<lambda_16> >() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphBuilder.inl:313]
UnrealEditor_GPULightmass!GPULightmass::FLightmapRenderer::Finalize() [D:\build++UE5\Sync\Engine\Plugins\Experimental\GPULightmass\Source\GPULightmass\Private\LightmapRenderer.cpp:2309]
UnrealEditor_GPULightmass!GPULightmass::FLightmapRenderer::BackgroundTick() [D:\build++UE5\Sync\Engine\Plugins\Experimental\GPULightmass\Source\GPULightmass\Private\LightmapRenderer.cpp:3796]
UnrealEditor_GPULightmass!GPULightmass::FSceneRenderState::BackgroundTick() [D:\build++UE5\Sync\Engine\Plugins\Experimental\GPULightmass\Source\GPULightmass\Private\Scene\Scene.cpp:1668]
UnrealEditor_GPULightmass!TEnqueueUniqueRenderCommandType<GPULightmass::FScene::BackgroundTick'::
31’::BackgroundTickRenderThreadName,GPULightmass::FScene::BackgroundTick'::
31’::<lambda_2> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:209]
UnrealEditor_GPULightmass!TGraphTask<TEnqueueUniqueRenderCommandType<GPULightmass::FScene::BackgroundTick'::
31’::BackgroundTickRenderThreadName,GPULightmass::FScene::BackgroundTick'::
31’::<lambda_2> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:411]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:537]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]