RHI Validation fails on ContentExamples

Enabling RHI Validation on the content examples Lighting_Realtime map generates the following failure:

[2026.01.08-19.34.12:629][456]LogOutputDevice: Error: Ensure condition failed: Bindings[Layout.StaticSlot] == nullptr [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHIValidation.cpp] [Line: 1475] 
 
Uniform buffer 'FViewUniformShaderParameters' was bound statically and is now being bound on a specific RHI shader. Only one binding model should be used at a time.

I didn’t alter any other settings or configurations. Here is the RHI config output from my log file

[2026.01.08-19.33.47:336][ 0]LogRHI: Using Default RHI: D3D12
[2026.01.08-19.33.47:336][ 0]LogRHI: Using Highest Feature Level of D3D12: SM6
[2026.01.08-19.33.47:336][ 0]LogRHI: Loading RHI module D3D12RHI
[2026.01.08-19.33.47:340][ 0]LogD3D12RHI: Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
[2026.01.08-19.33.47:340][ 0]LogRHI: Checking if RHI D3D12 with Feature Level SM6 is supported by your system.
[2026.01.08-19.33.47:711][ 0]LogD3D12RHI: Found D3D12 adapter 0: NVIDIA GeForce RTX 5080 (VendorId: 10de, DeviceId: 2c02, SubSysId: 1432196e, Revision: 00a1
[2026.01.08-19.33.47:711][ 0]LogD3D12RHI: Max supported Feature Level 12_2, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
[2026.01.08-19.33.47:711][ 0]LogD3D12RHI: Adapter has 15889MB of dedicated video memory, 0MB of dedicated system memory, and 64330MB of shared system memory, 3 output[s], UMA:false
[2026.01.08-19.33.47:712][ 0]LogD3D12RHI: Driver Version: 581.42 (internal:32.0.15.8142, unified:581.42)
[2026.01.08-19.33.47:712][ 0]LogD3D12RHI:   Driver Date: 9-22-2025
[2026.01.08-19.33.47:827][ 0]LogD3D12RHI: Found D3D12 adapter 1: AMD Radeon(TM) Graphics (VendorId: 1002, DeviceId: 13c0, SubSysId: 88771043, Revision: 00c1
[2026.01.08-19.33.47:827][ 0]LogD3D12RHI: Max supported Feature Level 12_2, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
[2026.01.08-19.33.47:827][ 0]LogD3D12RHI: Adapter has 2021MB of dedicated video memory, 0MB of dedicated system memory, and 64330MB of shared system memory, 0 output[s], UMA:true
[2026.01.08-19.33.47:828][ 0]LogD3D12RHI: Driver Version: AMD Software: Adrenalin Edition 24.10.24 (internal:32.0.11024.2, unified:32.0.11024.2)
[2026.01.08-19.33.47:828][ 0]LogD3D12RHI:   Driver Date: 6-25-2024
[2026.01.08-19.33.47:843][ 0]LogD3D12RHI: Found D3D12 adapter 2: Microsoft Basic Render Driver (VendorId: 1414, DeviceId: 008c, SubSysId: 0000, Revision: 0000
[2026.01.08-19.33.47:843][ 0]LogD3D12RHI: Max supported Feature Level 12_1, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
[2026.01.08-19.33.47:843][ 0]LogD3D12RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 64330MB of shared system memory, 0 output[s], UMA:true
[2026.01.08-19.33.47:846][ 0]LogD3D12RHI: D3D10Warp Version: 10.0.26100.7309
[2026.01.08-19.33.48:106][ 0]LogD3D12RHI: Found D3D12 adapter 3: NVIDIA GeForce RTX 5080 (VendorId: 10de, DeviceId: 2c02, SubSysId: 1432196e, Revision: 00a1
[2026.01.08-19.33.48:106][ 0]LogD3D12RHI: Max supported Feature Level 12_2, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
[2026.01.08-19.33.48:106][ 0]LogD3D12RHI: Adapter has 15889MB of dedicated video memory, 0MB of dedicated system memory, and 64330MB of shared system memory, 0 output[s], UMA:false
[2026.01.08-19.33.48:106][ 0]LogD3D12RHI: Driver Version: 581.42 (internal:32.0.15.8142, unified:581.42)
[2026.01.08-19.33.48:106][ 0]LogD3D12RHI:   Driver Date: 9-22-2025
[2026.01.08-19.33.48:107][ 0]LogD3D12RHI: DirectX Agility SDK runtime found.
[2026.01.08-19.33.48:107][ 0]LogD3D12RHI: Chosen D3D12 Adapter Id = 0
[2026.01.08-19.33.48:107][ 0]LogRHI: RHI D3D12 with Feature Level SM6 is supported and will be used.
[2026.01.08-19.33.48:107][ 0]LogInit: Selected Device Profile: [WindowsEditor]

[Attachment Removed]

Steps to Reproduce
Repro Steps

1) Create new project using Content Examples https://www.fab.com/listings/4d251261\-d98c\-48e2\-baee\-8f4e47c67091 for the launcher 5.7.1 engine

2) Open Project

3) Generate a C++ file to convert the project into a code project (Via Tools -> New C++ class)

4) Close editor and reopen with IDE

5) Add `-RHIValidation` to additional launch arguments

6) Run Development Editor

7) Open the `/Game/Maps/Lighting` example map

8) Start PIE session

The validator fails either on step 7 or 8.

[Attachment Removed]

Hi there,

Thanks for highlighting this issue.

This seems to boil down to the Masks sampler type texture sampler in the M_DemoLightFunction material that is being applied to a light in the Lighting_Realtime level.

I will continue to investigate this to see how widespread of an issue it might represent and report back here. This will likely end up being a bug report as well, so once I submit that, I will follow up here with a public tracking link.

Thanks,

Hayden

[Attachment Removed]

Hi there,

I have investigated this issue a bit further.

I was a bit off the mark to blame the Masks sampler type. I now believe this behaviour occurs with the combination of a Light Function Material using a Texture Sample of any type, with a Rotator pinned into the UVs pin. That’s also to say that this issue isn’t specific to the Content Examples project.

If you’re looking for a quick workaround here, you can simply remove the Rotator node in this scenario.

I have submitted a new bug report for this issue, and once it is reflected publicly, you will be able to view it here: Unreal Engine Issues and Bug Tracker (UE\-360472)

An engine developer will investigate the bug at a later date. We don’t provide updates on EPS, but progress can be followed on that public issue tracker page. I will go ahead and close this case now, but feel free to respond here if you have follow-up questions.

Thanks,

Hayden

[Attachment Removed]