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Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp] [Line: 37] Shader requested a global uniform buffer of type ‘VirtualShadowMap’ at static slot ‘[Name: VirtualShadowMapUbSlot, Slot: 7]’, but it was null. The uniform buffer should be bound using RHICmdList.SetStaticUniformBuffers() or passed into an RDG pass using SHADER_PARAMETER_STRUCT_REF() or SHADER_PARAMETER_RDG_UNIFORM_BUFFER().

UnrealEditor_RHICore!UE::RHICore::ValidateStaticUniformBuffer() [D:\build++UE5\Sync\Engine\Source\Runtime\RHICore\Private\RHICoreShader.cpp:37]
UnrealEditor_D3D12RHI!TArray<TRefCountPtr,TSizedDefaultAllocator<32> >::Append<TRefCountPtr,TSizedDefaultAllocator<32> >() [D:\build++UE5\Sync\Engine\Source\Runtime\RHICore\Public\RHICoreShader.h:70]
UnrealEditor_D3D12RHI!ApplyStaticUniformBuffersOnContext() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:833]
UnrealEditor_D3D12RHI!FD3D12CommandContext::RHISetGraphicsPipelineState() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:883]
UnrealEditor_RHI!FRHICommand<FRHICommandSetGraphicsPipelineState,FRHICommandSetGraphicsPipelineStateString1672>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1295]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:477]
UnrealEditor_RHI!RHIValidation::FTracker::FUAVTracker::operator [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:788]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]
UnrealEditor_RenderCore!FRHIThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:330]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]