# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=1

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**Page:** 2

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## [Visible splits in lumen reflections(the rendered frame) when using large screenpercentage](https://forums.unrealengine.com/t/visible-splits-in-lumen-reflections-the-rendered-frame-when-using-large-screenpercentage/2794435)

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**Author:** [@Yuri9447](https://forums.unrealengine.com/u/Yuri9447)\
**Replies:** 6\
**Last updated:** [October 27, 2026, 6:57pm UTC](https://forums.unrealengine.com/t/visible-splits-in-lumen-reflections-the-rendered-frame-when-using-large-screenpercentage/2794435 "2026-10-27T18:57:30Z")

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Hi, Everyone. I noticed that if you settting r.ScreenPercentage to a very large value(in my case 200), and you enabled Lumen reflections and hardware raytracing, there will be visible split lines across the rendered fram…

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## [Unreal Engine MediaPlayer materials always start off as black](https://forums.unrealengine.com/t/unreal-engine-mediaplayer-materials-always-start-off-as-black/2845721)

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**Author:** [@jawoods141](https://forums.unrealengine.com/u/jawoods141)\
**Replies:** 1\
**Last updated:** [October 27, 2026, 5:47pm UTC](https://forums.unrealengine.com/t/unreal-engine-mediaplayer-materials-always-start-off-as-black/2845721 "2026-10-27T17:47:38Z")

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Hi guys! I am using Unreal Engine 5.70. I am having problems with my MediaPlayer Materials. They always start as solid black. See image 1 for a picture of my character and the solid black material.See image 2 for how …

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## [Nanite Tessellation pushes displacement in the wrong direction on landscapes with Z scale (UE-367789, still in 5.8)](https://forums.unrealengine.com/t/nanite-tessellation-pushes-displacement-in-the-wrong-direction-on-landscapes-with-z-scale-ue-367789-still-in-5-8/2845651)

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**Author:** [@Kalysteon](https://forums.unrealengine.com/u/Kalysteon)\
**Replies:** 0\
**Last updated:** [October 27, 2026, 11:07am UTC](https://forums.unrealengine.com/t/nanite-tessellation-pushes-displacement-in-the-wrong-direction-on-landscapes-with-z-scale-ue-367789-still-in-5-8/2845651 "2026-10-27T11:07:38Z")

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Hi, I sell environment packs on Fab and I’m porting a mountain landscape pack to Unreal. Nanite Tessellation works on flat ground, but it breaks on every slope and cliff, and I believe this is UE-367789. I’ve reproduced…

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## [Mystery light sources appear](https://forums.unrealengine.com/t/mystery-light-sources-appear/2845362)

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**Author:** [@EllieDozier](https://forums.unrealengine.com/u/EllieDozier)\
**Replies:** 0\
**Last updated:** [October 26, 2026, 4:30pm UTC](https://forums.unrealengine.com/t/mystery-light-sources-appear/2845362 "2026-10-26T16:30:53Z")

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I am working on an interior rendering and I continue to get lights showing up where there should not be one. In the image, the lights for the fixtures are off - eventhough it looks like it is on, it is not. Above the cei…

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## [The leaves of the plant model are twinkling](https://forums.unrealengine.com/t/the-leaves-of-the-plant-model-are-twinkling/2845231)

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**Author:** [@Mike17](https://forums.unrealengine.com/u/Mike17)\
**Replies:** 1\
**Last updated:** [October 26, 2026, 10:45am UTC](https://forums.unrealengine.com/t/the-leaves-of-the-plant-model-are-twinkling/2845231 "2026-10-26T10:45:55Z")

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EngineVersion:UE5.4.4 MasterShaderSetting:Masked,TwoSideFoliage RenderSetting LumenGI,Virtual shadow map，Hardware ray tracingOn/Off MeshSetting:NaniteAndLOD,This situation will occur in all cases Under these Settings…

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## [Shader Complexity, Unreal Insights shows hitches but I don't see frame drops in unit graph](https://forums.unrealengine.com/t/shader-complexity-unreal-insights-shows-hitches-but-i-dont-see-frame-drops-in-unit-graph/2845172)

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**Author:** [@captworf](https://forums.unrealengine.com/u/captworf)\
**Replies:** 1\
**Last updated:** [October 26, 2026, 5:47am UTC](https://forums.unrealengine.com/t/shader-complexity-unreal-insights-shows-hitches-but-i-dont-see-frame-drops-in-unit-graph/2845172 "2026-10-26T05:47:13Z")

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When playing the game in editor, PIE, packaged build I’m seeing fairly stable frames. I don’t feel frame hitching when I’m playing, and I don’t see any spikes in the unit graph. BUT I do see massive spikes in Unreal Insi…

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## [Lighting in paper2d ](https://forums.unrealengine.com/t/lighting-in-paper2d/2844405)

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**Author:** [@lord\_starkiwi](https://forums.unrealengine.com/u/lord_starkiwi)\
**Replies:** 1\
**Last updated:** [October 26, 2026, 12:44am UTC](https://forums.unrealengine.com/t/lighting-in-paper2d/2844405 "2026-10-26T00:44:34Z")

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Hello! I am very new to Unreal Engine and am trying to follow this paper2d tutorial on youtube: https://youtu.be/xNZXFA\_eE8Q?si=GV1zlxW0OXyt0YX3 It seems easy, but when I press play my world goes black (see images). I t…

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## [Texture issues  ](https://forums.unrealengine.com/t/texture-issues/2844990)

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**Author:** [@TATANIUM-0425](https://forums.unrealengine.com/u/TATANIUM-0425)\
**Replies:** 1\
**Last updated:** [October 26, 2026, 12:44am UTC](https://forums.unrealengine.com/t/texture-issues/2844990 "2026-10-26T00:44:15Z")

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I’m having an issue with my roughness map in Unreal Engine 5.6. I exported the roughness map as an 8-bit PNG from Substance Painter. The material looks correct in Substance Painter and Marmoset Toolbag, but in Unreal En…

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## [UE 5.1 : Movie Render Queue - Compiling Shaders every frame](https://forums.unrealengine.com/t/ue-5-1-movie-render-queue-compiling-shaders-every-frame/687369)

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**Author:** [@Nemlet17](https://forums.unrealengine.com/u/Nemlet17)\
**Replies:** 26\
**Last updated:** [October 25, 2026, 4:17pm UTC](https://forums.unrealengine.com/t/ue-5-1-movie-render-queue-compiling-shaders-every-frame/687369 "2026-10-25T16:17:23Z")

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Hi all, Is anyone else experiencing MRQ issues were you are getting hit with a massive compile shader upon rendering local? Then a compile shader on every single warm up/rendered frame in the sequence? Any thoughts or …

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## [Wierd shadow apears on mesh](https://forums.unrealengine.com/t/wierd-shadow-apears-on-mesh/2842216)

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**Author:** [@SufiGamesYT](https://forums.unrealengine.com/u/SufiGamesYT)\
**Replies:** 2\
**Last updated:** [October 24, 2026, 3:54pm UTC](https://forums.unrealengine.com/t/wierd-shadow-apears-on-mesh/2842216 "2026-10-24T15:54:00Z")

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How do i ger rid of those shadows and why do they appear? They appear only when looking at a mesh from an angle and there is nothing to cast this shadow.

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## [Translucent Wall Leaks Light](https://forums.unrealengine.com/t/translucent-wall-leaks-light/2841556)

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**Author:** [@lionhan\_7](https://forums.unrealengine.com/u/lionhan_7)\
**Replies:** 3\
**Last updated:** [October 23, 2026, 12:53am UTC](https://forums.unrealengine.com/t/translucent-wall-leaks-light/2841556 "2026-10-23T00:53:45Z")

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Using UE5.8.2. I spent hours to solve but finally found myself here. I have tried many ways, but none could solve. The leak is really a little but appears as an object gets close to wall. I have a rect light, in a room, …

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## [How to blur far objects?](https://forums.unrealengine.com/t/how-to-blur-far-objects/361536)

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**Author:** [@anonymous\_user\_590cb5931](https://forums.unrealengine.com/u/anonymous_user_590cb5931)\
**Replies:** 9\
**Last updated:** [October 21, 2026, 12:19pm UTC](https://forums.unrealengine.com/t/how-to-blur-far-objects/361536 "2026-10-21T12:19:44Z")

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Hello. How to make blurring to objects, that located far from us? I need to blur some objects, that are not in current map, ie, I need to blur all objects, that a far from borders of current floor. I have made somethi…

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## [How to fix MRQ Output? ](https://forums.unrealengine.com/t/how-to-fix-mrq-output/2833089)

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**Author:** [@This-into-This](https://forums.unrealengine.com/u/This-into-This)\
**Replies:** 2\
**Last updated:** [October 21, 2026, 5:42am UTC](https://forums.unrealengine.com/t/how-to-fix-mrq-output/2833089 "2026-10-21T05:42:11Z")

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How can I fix this issue? My animation works properly and is visible in the viewport, does anyone know how to fix this issue?

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## [Trying to make a shader that looks like old school RuneScape in UE 5.8.2 ](https://forums.unrealengine.com/t/trying-to-make-a-shader-that-looks-like-old-school-runescape-in-ue-5-8-2/2834060)

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**Author:** [@Akuvion](https://forums.unrealengine.com/u/Akuvion)\
**Replies:** 2\
**Last updated:** [October 21, 2026, 5:42am UTC](https://forums.unrealengine.com/t/trying-to-make-a-shader-that-looks-like-old-school-runescape-in-ue-5-8-2/2834060 "2026-10-21T05:42:00Z")

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I’ve been trying to recreate that old look that old school RuneScape has with my current game project but can’t quite get there. I’m fairly new to using unreal and don’t really know how to get much further so some help w…

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## [Temp solution for crashing when trying to Niagara out of MRQ as a EXR or PNG](https://forums.unrealengine.com/t/temp-solution-for-crashing-when-trying-to-niagara-out-of-mrq-as-a-exr-or-png/2843099)

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**Author:** [@comlys](https://forums.unrealengine.com/u/comlys)\
**Replies:** 0\
**Last updated:** [October 20, 2026, 11:52pm UTC](https://forums.unrealengine.com/t/temp-solution-for-crashing-when-trying-to-niagara-out-of-mrq-as-a-exr-or-png/2843099 "2026-10-20T23:52:11Z")

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We’re working on the bug, but evidently it’s one of the top crashes out there at the moment. If you are running into engine crashes when rendering a Niagara system using a GPU simulation target to EXRs or PNG16s, you can…

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## [Path Tracing Artifiacts](https://forums.unrealengine.com/t/path-tracing-artifiacts/2841423)

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**Author:** [@raptoreagle](https://forums.unrealengine.com/u/raptoreagle)\
**Replies:** 9\
**Last updated:** [October 20, 2026, 10:38pm UTC](https://forums.unrealengine.com/t/path-tracing-artifiacts/2841423 "2026-10-20T22:38:29Z")

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I am getting some artifacts in my render. I can’t figure out what is causing it. I used the MRG PT 1080 settings and i’ve shared my PT settings in the post-process volume. thank you.

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## [Shader Model 6 Required Warning](https://forums.unrealengine.com/t/shader-model-6-required-warning/1224923)

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**Author:** [@daveSchoneveld](https://forums.unrealengine.com/u/daveSchoneveld)\
**Replies:** 3\
**Last updated:** [October 20, 2026, 9:06pm UTC](https://forums.unrealengine.com/t/shader-model-6-required-warning/1224923 "2026-10-20T21:06:36Z")

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I’m not using Nanite. Its not enabled. I don’t have any assets with Nanite enabled (You can search for nanite enabled), but I get this error every time I open the editor. How do I get this to stop warning me every da…

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## [Depth Fade fog bug ](https://forums.unrealengine.com/t/depth-fade-fog-bug/2834051)

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**Author:** [@Tom\_motion](https://forums.unrealengine.com/u/Tom_motion)\
**Replies:** 3\
**Last updated:** [October 20, 2026, 8:37pm UTC](https://forums.unrealengine.com/t/depth-fade-fog-bug/2834051 "2026-10-20T20:37:01Z")

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I have made some Post process fog with depth fade, and it is bugging out like crazy when I enter selection mode. However, in landscape mode it seems fine, but it is cutting the top off of my transparent cube. BTW I am us…

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## [5.5 RHI Hitching](https://forums.unrealengine.com/t/5-5-rhi-hitching/2483840)

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**Author:** [@tenpindan](https://forums.unrealengine.com/u/tenpindan)\
**Replies:** 8\
**Last updated:** [October 20, 2026, 8:12pm UTC](https://forums.unrealengine.com/t/5-5-rhi-hitching/2483840 "2026-10-20T20:12:14Z")

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Hello, I’m getting many reports of camera snapping / large lag spikes in my public playtest. Managed to get a trace from a tester and seeing huge RHI stalls. This is only happening for a small portion of users. For oth…

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## [AMD Instability Starting @ 25.3.1](https://forums.unrealengine.com/t/amd-instability-starting-25-3-1/2598151)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 20, 2026, 6:00pm UTC](https://forums.unrealengine.com/t/amd-instability-starting-25-3-1/2598151 "2026-10-20T18:00:55Z")

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On an AMD RX 6800 XT GPU, starting with driver version 25.3.1, one of our levels started crashing any time it was opened. After testing individual project setting changes, I figured out it was due to Virtual Shadow Maps …

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## [Screen Space Reflection worse in 5.7 compared to 5.3](https://forums.unrealengine.com/t/screen-space-reflection-worse-in-5-7-compared-to-5-3/2833056)

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**Author:** [@Bestvegeta](https://forums.unrealengine.com/u/Bestvegeta)\
**Replies:** 2\
**Last updated:** [October 20, 2026, 4:06pm UTC](https://forums.unrealengine.com/t/screen-space-reflection-worse-in-5-7-compared-to-5-3/2833056 "2026-10-20T16:06:37Z")

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Hi, So the SSR in 5.3 was better than in the newer 5.7 version. Here is a slight comparison. All settings are the same in the post process volume, the material is the same,everything is set to epic. ignore the color di…

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## [Managing complex lighting workflows in Unreal Engine - Lights, Emissive Materials & Cinematics](https://forums.unrealengine.com/t/managing-complex-lighting-workflows-in-unreal-engine-lights-emissive-materials-cinematics/2842612)

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**Author:** [@Live000](https://forums.unrealengine.com/u/Live000)\
**Replies:** 0\
**Last updated:** [October 19, 2026, 9:41pm UTC](https://forums.unrealengine.com/t/managing-complex-lighting-workflows-in-unreal-engine-lights-emissive-materials-cinematics/2842612 "2026-10-19T21:41:48Z")

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Hi everyone, One of the recurring challenges in complex Unreal Engine productions isn’t necessarily setting up individual lights. It’s maintaining consistent lighting behavior across multiple light sources, emissive mat…

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## [UE 5.7 – Foliage/Grass materials look extremely dark on the unlit side and bad lighting consistency](https://forums.unrealengine.com/t/ue-5-7-foliage-grass-materials-look-extremely-dark-on-the-unlit-side-and-bad-lighting-consistency/2837185)

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**Author:** [@HorizonNK](https://forums.unrealengine.com/u/HorizonNK)\
**Replies:** 3\
**Last updated:** [October 19, 2026, 6:10pm UTC](https://forums.unrealengine.com/t/ue-5-7-foliage-grass-materials-look-extremely-dark-on-the-unlit-side-and-bad-lighting-consistency/2837185 "2026-10-19T18:10:53Z")

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Hei! I’m using Unreal Engine 5.7 and I’m having serious problems with grass, foliage and lighting. The grass/foliage looks very bad and inconsistent. From one specific angle it looks decent, but as soon as I move the c…

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## [Crash when editing a Level Instance with Instanced Stereo enabled ](https://forums.unrealengine.com/t/crash-when-editing-a-level-instance-with-instanced-stereo-enabled/2832704)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 19, 2026, 5:07pm UTC](https://forums.unrealengine.com/t/crash-when-editing-a-level-instance-with-instanced-stereo-enabled/2832704 "2026-10-19T17:07:56Z")

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In 5.5, ScreenPassVS (ScreenPass.usf) only emitted stereo outputs under MOBILE\_MULTI\_VIEW && INSTANCED\_STEREO, so desktop native ISR never affected its signature. In 5.6 the signature was refactored to FStereoVSInput/FS…

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## [How to prevent pausing caused by scene capture?](https://forums.unrealengine.com/t/how-to-prevent-pausing-caused-by-scene-capture/2008393)

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**Author:** [@sraaras](https://forums.unrealengine.com/u/sraaras)\
**Replies:** 3\
**Last updated:** [October 19, 2026, 10:40am UTC](https://forums.unrealengine.com/t/how-to-prevent-pausing-caused-by-scene-capture/2008393 "2026-10-19T10:40:31Z")

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Hey community, I am working on a simulation that has multiple cameras that all need to take scene captures every time a HTTP request is being made, and then send the captured scene back in HTTP response. Those requests …

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## [How do I get a TArray of grayscale pixels from a Render Target](https://forums.unrealengine.com/t/how-do-i-get-a-tarray-of-grayscale-pixels-from-a-render-target/397439)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_6b572aea](https://forums.unrealengine.com/u/anonymous_user_6b572aea)\
**Replies:** 2\
**Last updated:** [October 19, 2026, 8:34am UTC](https://forums.unrealengine.com/t/how-do-i-get-a-tarray-of-grayscale-pixels-from-a-render-target/397439 "2026-10-19T08:34:40Z")

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I have a USceneCaptureComponent2d attached to an actor that I am programatically controlling which is set to NOT capture every frame and NOT capture on movement. I have a non-scene component that holds a pointer to this…

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## [Resource-\>ReadPixels is very slow... faster way?](https://forums.unrealengine.com/t/resource-readpixels-is-very-slow-faster-way/345352)

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**Author:** [@anonymous\_user\_69b87708](https://forums.unrealengine.com/u/anonymous_user_69b87708)\
**Replies:** 18\
**Last updated:** [October 19, 2026, 6:59am UTC](https://forums.unrealengine.com/t/resource-readpixels-is-very-slow-faster-way/345352 "2026-10-19T06:59:04Z")

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I have set up a 2DSceneCapture component and using c++, I access the render target and read the pixels, like so: void MyActor::UpdateBuffer( ) { TArray\<FColor\> ColorBuffer; if (RenderTarget != NULL) { FTextureRender…

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## [Nanite Landscape falls back to non-Nanite in uncooked -game / Standalone (Nanite components removed on PostLoad due to content ID mismatch) ](https://forums.unrealengine.com/t/nanite-landscape-falls-back-to-non-nanite-in-uncooked-game-standalone-nanite-components-removed-on-postload-due-to-content-id-mismatch/2849865)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 19, 2026, 6:06am UTC](https://forums.unrealengine.com/t/nanite-landscape-falls-back-to-non-nanite-in-uncooked-game-standalone-nanite-components-removed-on-postload-due-to-content-id-mismatch/2849865 "2026-10-19T06:06:35Z")

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Hii, we render through our own MRQ based pipeline in uncooked -game (UnrealEditor.exe \<project\> -game), so a packaged build is not an option for us. Since 5.6/5.7 Nanite landscapes don’t render as Nanite there anymore. …

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## [Light Flickering with Cinematic](https://forums.unrealengine.com/t/light-flickering-with-cinematic/2841791)

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**Author:** [@Aliairstinger](https://forums.unrealengine.com/u/Aliairstinger)\
**Replies:** 1\
**Last updated:** [October 19, 2026, 12:38am UTC](https://forums.unrealengine.com/t/light-flickering-with-cinematic/2841791 "2026-10-19T00:38:43Z")

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Hello, I’m trying to pre-render a shot for a film and when the camera specially tilts (looks up or down), the lights flicker. Is there a recommended way to fix this? Here’s the clip in question: https://drive.google.com…

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## [Unreal Engine Buffers/Passing values.](https://forums.unrealengine.com/t/unreal-engine-buffers-passing-values/2840121)

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**Author:** [@udonq1](https://forums.unrealengine.com/u/udonq1)\
**Replies:** 2\
**Last updated:** [October 16, 2026, 4:48pm UTC](https://forums.unrealengine.com/t/unreal-engine-buffers-passing-values/2840121 "2026-10-16T16:48:50Z")

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Hi, I am currently implementing a drone simulator and I am working on some sensors. Right now I am working on infrared camera, and I have a problem with passing data about objects. The scene is quite big and uses great…

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