Unreal Engine 5.6 Preview

Do sparse volume lighting samples count in as well? They are broken in large world/ streaming worlds with world composition. I wanted to test volumetric light maps but they already have problems in non streaming small levels.
Problem is a lot of wrongly lit samples, either they are not shadowing correctly movable objects (like pawns) or they are randomly pitch black.

Also the debug view only shows pitch black spheres for both lighting methods.