# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=68

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**Page:** 69

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## [着替えブース使用時に起こるプレイヤーカウンターの問題について ](https://forums.unrealengine.com/t/topic/2679009)

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**Author:** [@\_TV\_GG](https://forums.unrealengine.com/u/_TV_GG)\
**Replies:** 0\
**Last updated:** [November 26, 2025, 3:54pm UTC](https://forums.unrealengine.com/t/topic/2679009 "2025-11-26T15:54:05Z")

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プレイヤーカウンターでゲーム内のプレイヤー全員をカウントしている際、着替えブースや隠れ場所小道具(ポータブルトイレなど)に入った場合にカウントが減らされ、出た後も戻ったりせず、実質ゲームに居ないような判定になってしまいます。2回目以降着替えブース等に入るとカウントは変化しません。これはバグなのでしょうか。着替えブース等に入っている場合でもカウントが減らないような設定やVerseのコード等あるのでしたら、ご教授頂けると嬉しいです。 長文…

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## [Path trace sale como desactivado en Twinmotion ](https://forums.unrealengine.com/t/path-trace-sale-como-desactivado-en-twinmotion/2678995)

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**Author:** [@Cemosa\_inf](https://forums.unrealengine.com/u/Cemosa_inf)\
**Replies:** 0\
**Last updated:** [November 26, 2025, 3:13pm UTC](https://forums.unrealengine.com/t/path-trace-sale-como-desactivado-en-twinmotion/2678995 "2025-11-26T15:13:57Z")

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La opción de renderizado de Path Trace dentro de Twinmotion sale como deshabilitada. Me dice que el equipo no es compatible pero no es cierto, ya que tiene doble gráfica en SLI NVIDIA A2000 de 12 GB cada una de ellas. El…

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## [Changing Custom Stencil Value At Runtime Doesn't Work?](https://forums.unrealengine.com/t/changing-custom-stencil-value-at-runtime-doesnt-work/370044)

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**Author:** [@rujuro](https://forums.unrealengine.com/u/rujuro)\
**Replies:** 3\
**Last updated:** [November 26, 2025, 3:04pm UTC](https://forums.unrealengine.com/t/changing-custom-stencil-value-at-runtime-doesnt-work/370044 "2025-11-26T15:04:34Z")

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Is changing the stencil value of a static mesh component at runtime not supported? I am finding that if I change the value (say from 0 to 200) while viewing a post process effect that uses it, the object in question does…

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## [The future of Substrate Material Layer ](https://forums.unrealengine.com/t/the-future-of-substrate-material-layer/2687577)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [November 26, 2025, 9:59am UTC](https://forums.unrealengine.com/t/the-future-of-substrate-material-layer/2687577 "2025-11-26T09:59:04Z")

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Hi, We noticed that in the 5.7 preview, Substrate Material Layer had a new UI panel and several feature updates. However, after the official 5.7 release came out, it seems that these features were removed. \[Image Remov…

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## [Is it possible to create a groom asset without alembics (pure cards based groom)? ](https://forums.unrealengine.com/t/is-it-possible-to-create-a-groom-asset-without-alembics-pure-cards-based-groom/2687578)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [November 25, 2025, 9:39pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-create-a-groom-asset-without-alembics-pure-cards-based-groom/2687578 "2025-11-25T21:39:51Z")

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Hi, Like the title suggests, I’m wondering whether it possible to create a groom asset without alembics. The current pipeline suggests that alembics are the source for groom assets since they need guides/curves data. B…

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## [vkCreateFramebuffer crash on Adreno GPUs on app focus change ](https://forums.unrealengine.com/t/vkcreateframebuffer-crash-on-adreno-gpus-on-app-focus-change/2686689)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [November 25, 2025, 8:44pm UTC](https://forums.unrealengine.com/t/vkcreateframebuffer-crash-on-adreno-gpus-on-app-focus-change/2686689 "2025-11-25T20:44:03Z")

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Hi! We’ve recently faced some crashes on Android devices using Vulkan, mostly on Adreno 710 and 650 GPUs, related to vkCreateFramebuffer and app gaining / loosing focus. I’ve made this conclusion mainly because I can see…

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## [Merged objects aren't self shadowing correctly](https://forums.unrealengine.com/t/merged-objects-arent-self-shadowing-correctly/2678720)

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**Author:** [@Sauceyjack](https://forums.unrealengine.com/u/Sauceyjack)\
**Replies:** 1\
**Last updated:** [November 25, 2025, 8:32pm UTC](https://forums.unrealengine.com/t/merged-objects-arent-self-shadowing-correctly/2678720 "2025-11-25T20:32:23Z")

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I just started a new project using Unreal 5.6 (had been using 5.4) and for some reason I have some objects that aren’t self shadowing correctly. The two windows on the left are individual objects. The two windows on th…

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## [Blurry RVT Tiles After Load or Teleport ](https://forums.unrealengine.com/t/blurry-rvt-tiles-after-load-or-teleport/2687566)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 25, 2025, 7:54pm UTC](https://forums.unrealengine.com/t/blurry-rvt-tiles-after-load-or-teleport/2687566 "2025-11-25T19:54:00Z")

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Hi everyone, I’m currently using Unreal Engine 5.6.1 and encountering an issue where Runtime Virtual Texture (RVT) tiles appear blurry after loading the game or teleporting the player. This happens in both PIE and packa…

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## [LandScape Nanite Tessellation Performance Problem ](https://forums.unrealengine.com/t/landscape-nanite-tessellation-performance-problem/2687568)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [November 26, 2025, 1:19am UTC](https://forums.unrealengine.com/t/landscape-nanite-tessellation-performance-problem/2687568 "2025-11-26T01:19:29Z")

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Hello, We are using Tessellation in our Landscape (only in Landscape). While checking the performance, we discovered some strange behavior. First case: 1. Set r.Nanite.Tessellation to 0 (turn off tessellation). 2. P…

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## [FD3D12ContextCommon - Potentially Incorrect Closure ](https://forums.unrealengine.com/t/fd3d12contextcommon-potentially-incorrect-closure/2687575)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [November 25, 2025, 8:50pm UTC](https://forums.unrealengine.com/t/fd3d12contextcommon-potentially-incorrect-closure/2687575 "2025-11-25T20:50:57Z")

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Hello, Between 5.5 and 5.6, FD3D12ContextCommon::CloseCommandList() changed the order of internal events causing FlushResourceBarriers() to be called prior to a check statement which ensured the commandlist was open. I…

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## [갤럭시 z플립7에서 데칼이 안나오는 문제 ](https://forums.unrealengine.com/t/z-7/2687580)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 25, 2025, 9:46am UTC](https://forums.unrealengine.com/t/z-7/2687580 "2025-11-25T09:46:15Z")

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안녕하세요. 언리얼4로 개발한 게임을 플레이할때 z플립7 안드로이드 기기에서만 데칼이 안나오는 문제가 있어서 문의를 드립니다. 제가 테스트한 부분은 아래와 같습니다. - “Use Full Precision”(이미 사용중) - “모바일 HDR”(이미 사용중) - “모바일 HDR 해제” : 지형 텍스쳐 안나오고, 데칼 또한 마찬가지로 안나옴 - “Vulkan Support 해제” : …

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## [Scalability::BenchmarkQualityLevelsの一貫性の問題について ](https://forums.unrealengine.com/t/scalability-benchmarkqualitylevels/2687571)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [November 25, 2025, 9:12am UTC](https://forums.unrealengine.com/t/scalability-benchmarkqualitylevels/2687571 "2025-11-25T09:12:14Z")

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お世話になっております。 表題の通り、現在タイトルのベンチマークスコアを計測したオプション自動設定機能を作成しているのですが、こちらのスコアについて実行のたびにばらつきが生じ、最悪のケースでは±50ほどの差が発生しております。 これにより、ベンチマークの結果に一貫性が保てず、実行するたびに異なるスケーラビリティが設定されるケースが存在し、問題となっております。 \<br/\> こちらの問題はすでにいくつかのスレッドで報告されており、…

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## [iOS/Nanite ](https://forums.unrealengine.com/t/ios-nanite/2687586)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 25, 2025, 3:50pm UTC](https://forums.unrealengine.com/t/ios-nanite/2687586 "2025-11-25T15:50:40Z")

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Good day! I have been tasked with investigating the possibility/feasibility of getting a UE-5.6.1 project running on iOS with Nanite enabled. Our current project has utilized Nanite from the start and we’re quite close…

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## [Crash in Metal GPU profiler ](https://forums.unrealengine.com/t/crash-in-metal-gpu-profiler/2664347)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 25, 2025, 7:33am UTC](https://forums.unrealengine.com/t/crash-in-metal-gpu-profiler/2664347 "2025-11-25T07:33:36Z")

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Ever since updating our automated tests to use Unreal 5.6, we have started getting crashes when executing a Mac game with the attached callstack. I have also attached a full log from a crashing run. Our tests crash rand…

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## [Incorrect cryptomatte issue ](https://forums.unrealengine.com/t/incorrect-cryptomatte-issue/2687320)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 25, 2025, 1:18am UTC](https://forums.unrealengine.com/t/incorrect-cryptomatte-issue/2687320 "2025-11-25T01:18:49Z")

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Hi, We have a very heavy scene with lots of foliage that we’re trying to render crypto pass for. Back in 5.6, we’ve constantly been hitting the nanite cluster limit (even after maxing out the value using cvars) so parts…

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## [Severe ghosting in VR when using Lumen — baked lighting looks perfect, but Lumen causes heavy ghosting](https://forums.unrealengine.com/t/severe-ghosting-in-vr-when-using-lumen-baked-lighting-looks-perfect-but-lumen-causes-heavy-ghosting/2666340)

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**Author:** [@Kye1002](https://forums.unrealengine.com/u/Kye1002)\
**Replies:** 6\
**Last updated:** [November 25, 2025, 12:05am UTC](https://forums.unrealengine.com/t/severe-ghosting-in-vr-when-using-lumen-baked-lighting-looks-perfect-but-lumen-causes-heavy-ghosting/2666340 "2025-11-25T00:05:19Z")

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Hey everyone, I’m running into a really annoying ghosting issue in VR when using Lumen. With baked lighting, everything looks perfectly stable, no ghosting at all. But as soon as I switch to Lumen, I start getting hea…

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## [Unable to capture a frame using the renderdoc plugin ](https://forums.unrealengine.com/t/unable-to-capture-a-frame-using-the-renderdoc-plugin/2687343)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 24, 2025, 9:27pm UTC](https://forums.unrealengine.com/t/unable-to-capture-a-frame-using-the-renderdoc-plugin/2687343 "2025-11-24T21:27:10Z")

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Most of the time, when trying to capture a frame in Renderoc in PIE (either using the AutoAttach setting in the plugin project settings or using -attachRenderDoc) the Renderdoc client starts but no frame is captured. So…

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## [Include huge always loaded distant meshes in the far field for Lumen Reflections ](https://forums.unrealengine.com/t/include-huge-always-loaded-distant-meshes-in-the-far-field-for-lumen-reflections/2687349)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 24, 2025, 9:26pm UTC](https://forums.unrealengine.com/t/include-huge-always-loaded-distant-meshes-in-the-far-field-for-lumen-reflections/2687349 "2025-11-24T21:26:09Z")

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Hi there, I think I know the answer to this question but was curious if there is someway of addressing this other than what we know. We have a very large mesh (bounds of 30km x 30km by 10km) that is a tall tower-like o…

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## [Loading NiagaraSystems in PIE causes many calls to UpdateAllPrimitiveSceneInfos() ](https://forums.unrealengine.com/t/loading-niagarasystems-in-pie-causes-many-calls-to-updateallprimitivesceneinfos/2690501)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [December 9, 2025, 5:46pm UTC](https://forums.unrealengine.com/t/loading-niagarasystems-in-pie-causes-many-calls-to-updateallprimitivesceneinfos/2690501 "2025-12-09T17:46:46Z")

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This question was created in reference to: \[Very slow PIE starts with UE \[Content removed\] As requested by Stu here is the CallStack. Sorry for the long delay to provide it: UNiagaraSystem::UpdateSystemAfterLoad() UNia…

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## [\[feature request\] Volumetric Lightmap Density Volume increase density in volume](https://forums.unrealengine.com/t/feature-request-volumetric-lightmap-density-volume-increase-density-in-volume/2678316)

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**Author:** [@maxbrown](https://forums.unrealengine.com/u/maxbrown)\
**Replies:** 0\
**Last updated:** [November 24, 2025, 6:43pm UTC](https://forums.unrealengine.com/t/feature-request-volumetric-lightmap-density-volume-increase-density-in-volume/2678316 "2025-11-24T18:43:50Z")

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When using VLMs on a somewhat larger level, sometimes you need extra density in only some areas. The Volumetric Lightmap Density volume though decreases the density or at best, leaves it untouched. SO to get a higher de…

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## [T.array resize error ](https://forums.unrealengine.com/t/t-array-resize-error/2678172)

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**Author:** [@chris457k](https://forums.unrealengine.com/u/chris457k)\
**Replies:** 1\
**Last updated:** [November 24, 2025, 6:16pm UTC](https://forums.unrealengine.com/t/t-array-resize-error/2678172 "2025-11-24T18:16:54Z")

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Project setup: Map size: nearly 5 km Environment: Imported from Fab https://www.fab.com/listings/35ca06cf-a124-44aa-b2ac-5b233223f3a2 Engine: UE 5.5 (no major changes to the environment after import) Scalabi…

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## [\[Feature Request Update\] UE-26214: Exclude Mesh from Motion Blur](https://forums.unrealengine.com/t/feature-request-update-ue-26214-exclude-mesh-from-motion-blur/2677982)

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**Author:** [@zhenwei](https://forums.unrealengine.com/u/zhenwei)\
**Replies:** 1\
**Last updated:** [November 24, 2025, 5:08pm UTC](https://forums.unrealengine.com/t/feature-request-update-ue-26214-exclude-mesh-from-motion-blur/2677982 "2025-11-24T17:08:52Z")

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Hi all,We requested a feature to exclude a mesh from Motion Blur (tracked as UE-26214) and wonder if there’s any public update on its progress. This feature is critical for our project’s velocity buffer workflow—any info…

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## [Selective color based on lighting ](https://forums.unrealengine.com/t/selective-color-based-on-lighting/2677653)

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**Author:** [@PeanutToucher](https://forums.unrealengine.com/u/PeanutToucher)\
**Replies:** 2\
**Last updated:** [November 24, 2025, 4:44pm UTC](https://forums.unrealengine.com/t/selective-color-based-on-lighting/2677653 "2025-11-24T16:44:46Z")

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Hi, im trying to create an environment where everything is in black and white (easily done with post-process), but whatever is lit up by my lighting would become colored. I understand it’s similar to selective color with…

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## [Shader Node "If Then Else": How does it work?](https://forums.unrealengine.com/t/shader-node-if-then-else-how-does-it-work/2661123)

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**Author:** [@lawrence.vicare](https://forums.unrealengine.com/u/lawrence.vicare)\
**Replies:** 9\
**Last updated:** [November 24, 2025, 3:56pm UTC](https://forums.unrealengine.com/t/shader-node-if-then-else-how-does-it-work/2661123 "2025-11-24T15:56:29Z")

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Hi guys! It’s just a simple question but how the shader node “ifThenElse” does work? :thinking: I don’t have any results with it. So if anybody finds how it works, I’m curious to know :grin: Quick note: It’s not the s…

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## [videos are blurred ](https://forums.unrealengine.com/t/videos-are-blurred/2678210)

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**Author:** [@M.pompoenhoofd](https://forums.unrealengine.com/u/M.pompoenhoofd)\
**Replies:** 0\
**Last updated:** [November 24, 2025, 3:34pm UTC](https://forums.unrealengine.com/t/videos-are-blurred/2678210 "2025-11-24T15:34:49Z")

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When I import videos (Library/materials/videos) and apply them to an object, I cannot see them live in the program. I only see the result when I export it. What settings should I use to see my videos live so I can also a…

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## [Issues with some shaders on steam deck ](https://forums.unrealengine.com/t/issues-with-some-shaders-on-steam-deck/2687315)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [November 24, 2025, 2:11pm UTC](https://forums.unrealengine.com/t/issues-with-some-shaders-on-steam-deck/2687315 "2025-11-24T14:11:20Z")

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Hello, It seems that shader named FRayCastTilesCS is causing issues with steam deck when PSO getting compiled on game launch. Reproduce is simple - run cooked windows client on steam deck with default proton (which is …

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## [Nanite 在材质较为复杂的情况下耗时较高 ](https://forums.unrealengine.com/t/nanite/2687341)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 24, 2025, 12:20pm UTC](https://forums.unrealengine.com/t/nanite/2687341 "2025-11-24T12:20:24Z")

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当场景中存在大量 materialInstanceConstant 时，Nanite 在 BasePass 中消耗较高，大量被剔除掉的物体对应的材质还是进行了 DispatchIndirect API 的调用，并且通过 PIX 截取之后发现，这些 IndirectArg 为 (0, 1, 1) 的 event 耗时居然和真正被绘制的 event 耗时相差不大，这就导致了在材质较为复杂，数量比较大的时候，这部分耗时是不可忽略的并且占用了大…

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## [FLightPrimitiveInteraction ](https://forums.unrealengine.com/t/flightprimitiveinteraction/2686717)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 24, 2025, 9:39am UTC](https://forums.unrealengine.com/t/flightprimitiveinteraction/2686717 "2025-11-24T09:39:03Z")

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Hi I have been profiling our game, and we are hitting slow downs in UpdateLightTransform\_RenderThread With moving spot/point lights If I force const bool bUpdatePrimitiveInteractions to false I save 3ms overall, t…

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## [How to get certain lighting information into your shader?](https://forums.unrealengine.com/t/how-to-get-certain-lighting-information-into-your-shader/2677397)

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**Author:** [@Leofwin](https://forums.unrealengine.com/u/Leofwin)\
**Replies:** 3\
**Last updated:** [November 24, 2025, 8:32am UTC](https://forums.unrealengine.com/t/how-to-get-certain-lighting-information-into-your-shader/2677397 "2025-11-24T08:32:27Z")

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Heyhey, guys! :\] I am currently setting up a fresnel-based iridescent shader and my goal is to make it somewhat physically accurate. For that I need to feed some light information into the shader that’s not easily acces…

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## [how to fix inconsistency lights and colors between pathtracer viewport and render ](https://forums.unrealengine.com/t/how-to-fix-inconsistency-lights-and-colors-between-pathtracer-viewport-and-render/2677912)

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**Author:** [@hydrooise](https://forums.unrealengine.com/u/hydrooise)\
**Replies:** 0\
**Last updated:** [November 23, 2025, 10:02pm UTC](https://forums.unrealengine.com/t/how-to-fix-inconsistency-lights-and-colors-between-pathtracer-viewport-and-render/2677912 "2025-11-23T22:02:30Z")

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hello, i found myself stuck in incosistent lighting and colors, as tou can see from the images the viewport has brighter highlights than the exr render. for more info: i have a post process with manual exposure settings…

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