Crash after update to DLSS 3.7

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Assertion failed: (TargetTexture->GetName() == L"BufferedRT") || (TargetTexture->GetName() == L"BackbufferReference") || (TargetTexture->GetName() == L"FD3D11Viewport::GetSwapChainSurface") || (5 == 4) || ((5 == 5 && 3 < 1)) [File:C:\BuildAgent\work\61e303c4da3d085b_stage\plugin\Plugins\Streamline\HostProject\Plugins\Streamline\Source\StreamlineCore\Private\StreamlineViewExtension.cpp] [Line: 285]

UnrealEditor_StreamlineCore!FStreamlineViewExtension::PostProcessPassAtEnd_RenderThread() [C:\BuildAgent\work\61e303c4da3d085b_stage\plugin\Plugins\Streamline\HostProject\Plugins\Streamline\Source\StreamlineCore\Private\StreamlineViewExtension.cpp:425]
UnrealEditor_StreamlineCore!TBaseRawMethodDelegateInstance<0,FStreamlineViewExtension,FScreenPassTexture __cdecl(FRDGBuilder &,FSceneView const &,FPostProcessMaterialInputs const &),FDefaultDelegateUserPolicy>::Execute() [C:\BuildAgent\work\61e303c4da3d085b\BuildScripts_deps\ue\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:518]
UnrealEditor_Renderer
UnrealEditor_Renderer
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UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

One more question, does DLSS support ScenceCapture/Composure?
When I turn on TAA on the SceneCaputure, it seems use TSR instead of DLSS.

Oh that’s odd, this is exactly the same bug I have…

Ok this might need its on entry but the plugin streamlineDeepDVC is compiled for 5.3.0 and I am on 5.3.2. Aside from me recompiling manually for 5.3.2 , is it possible to release the updated plugin ?

Update on my last comment. The DLSStest sample was complied for 5.2 and was causing the issue, NOW i also have the same CRASH noticed by the contributors here. Did anyone address the cause or found a solution? Interestingly, I have no crash when launching as standalone game but it crashes when launching through Switchboard. any thoughts?