This issue has existed since at least 5.4, so far as I can tell it seems like the ensures are spurious (it’s the validation that is the issue, rather than the actual rendering code), but as the shader bindings system in Unreal is quite complex it is hard for me to say for sure.
We are running into the same issue with our own custom rendering which also uses a material with a compute shader similarly to the Heterogeneous Volumes.
The following log is produced:
Ensure condition failed: UniformBufferValue || EnumHasAnyFlags(AutomaticallyBoundUniformBufferStruct->GetBindingFlags(), EUniformBufferBindingFlags::Static) || EnumHasAnyFlags(AutomaticallyBoundUniformBufferStruct->GetUsageFlags(), FShaderParametersMetadata::EUsageFlags::ManuallyBoundByPass) [File:D:\develop\UnrealEngineVanilla\Engine\Source\Runtime\Renderer\Private\MeshPassProcessor.cpp] [Line: 827]
Shader FRenderLightingCacheWithLiveShadingCS with vertex factory FLocalVertexFactory never set automatically bound uniform buffer at BaseIndex 4. Expected buffer of type FLumenTranslucencyLightingUniforms. This can cause GPU hangs, depending on how the shader uses it.
[2025.08.21-11.05.45:664][ 78]LogOutputDevice: Error: Ensure condition failed: UniformBufferValue || EnumHasAnyFlags(AutomaticallyBoundUniformBufferStruct->GetBindingFlags(), EUniformBufferBindingFlags::Static) || EnumHasAnyFlags(AutomaticallyBoundUniformBufferStruct->GetUsageFlags(), FShaderParametersMetadata::EUsageFlags::ManuallyBoundByPass) [File:D:\develop\UnrealEngineVanilla\Engine\Source\Runtime\Renderer\Private\MeshPassProcessor.cpp] [Line: 827]
Shader FRenderLightingCacheWithLiveShadingCS with vertex factory FLocalVertexFactory never set automatically bound uniform buffer at BaseIndex 4. Expected buffer of type FLumenTranslucencyLightingUniforms. This can cause GPU hangs, depending on how the shader uses it.
[2025.08.21-11.05.45:664][ 78]LogStats: FDebug::EnsureFailed - 0.001 s
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor-Win64-Debug.exe.
Ensure condition failed: Texture [File:D:\develop\UnrealEngineVanilla\Engine\Source\Runtime\Renderer\Private\MeshPassProcessor.cpp] [Line: 882]
Shader FRenderLightingCacheWithLiveShadingCS with vertex factory FLocalVertexFactory never set texture at BaseIndex 6. This can cause GPU hangs, depending on how the shader uses it.
[2025.08.21-11.11.59:084][ 78]LogOutputDevice: Error: Ensure condition failed: Texture [File:D:\develop\UnrealEngineVanilla\Engine\Source\Runtime\Renderer\Private\MeshPassProcessor.cpp] [Line: 882]
Shader FRenderLightingCacheWithLiveShadingCS with vertex factory FLocalVertexFactory never set texture at BaseIndex 6. This can cause GPU hangs, depending on how the shader uses it.