Hardware Raytracing is unstable

Hello,
wanted to report yesterday but system wont allow to submit a ticket.. so
Here is the thing when streaming too much data with Hardware RayTracing Enabled
Main Build from 02.08.25 (5.7) Packed - Development copy

Nvidia 577.00 Studio Drivers:

5mln instances of Nanite Foliage Voxels:
Error: appError called: Assertion failed: RecordData.State != FRecordData::EState::Persistent || BindingType == ERayTracingLocalShaderBindingType::Transient [File:C:\Users\User\Desktop\5.7\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp] [Line: 2174]

Error: appError called: Assertion failed: RecordData.State == FRecordData::EState::Persistent [File:C:\Users\User\Desktop\5.7\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp] [Line: 2198]

Used Foliage tool and increased loading range to 204800 for runtime streaming.
End of the Video (Crash)
No issues with option Disabled:
r.RayTracing=False

and Software RT below:

This issue comes from the Unreal Engine 5 main branch, not from a stable release. The main branch is updated constantly, as Epic pushes all the latest work-in-progress changes there. Because of that, it’s not really meaningful to report crashes from it until the official release of 5.7.

Ray tracing is still under active development on this branch, and Nanite foliage is also not finalized yet. Crashes like this are expected until those features are stabilized for the production release. :face_with_raised_eyebrow:

1 Like

ok,thanks wanted to share my feedback and issues i get - maybe that will provide to more stable build in release date.