# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=70

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**Page:** 71

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## [Getting softer shadows with Virtual Shadow Maps](https://forums.unrealengine.com/t/getting-softer-shadows-with-virtual-shadow-maps/1787460)

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**Author:** [@Choba](https://forums.unrealengine.com/u/Choba)\
**Replies:** 1\
**Last updated:** [November 20, 2025, 11:51am UTC](https://forums.unrealengine.com/t/getting-softer-shadows-with-virtual-shadow-maps/1787460 "2025-11-20T11:51:44Z")

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Hi! I tried switching from shadow maps to virtual shadow maps to get rid of warnings that Nanite does not support the normal shadow maps (I think that warning only appeared in the 5.4 preview, but the visual result was …

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## [Grass is constantly super shiny ](https://forums.unrealengine.com/t/grass-is-constantly-super-shiny/2675947)

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**Author:** [@Cozy\_Toes](https://forums.unrealengine.com/u/Cozy_Toes)\
**Replies:** 2\
**Last updated:** [November 20, 2025, 10:21am UTC](https://forums.unrealengine.com/t/grass-is-constantly-super-shiny/2675947 "2025-11-20T10:21:26Z")

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I’m new to UE5 and have tried finding solutions online and messing around with it myself for about a week but I can’t seem to figure out how to fix the lighting issues with my grass. Whenever I get far away it becomes in…

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## [(Deleted by OWNER)](https://forums.unrealengine.com/t/deleted-by-owner/2676770)

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**Author:** [@D4KiR](https://forums.unrealengine.com/u/D4KiR)\
**Replies:** 0\
**Last updated:** [November 20, 2025, 8:22am UTC](https://forums.unrealengine.com/t/deleted-by-owner/2676770 "2025-11-20T08:22:49Z")

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(Deleted by OWNER)

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## [Sequential Stereo and DirectX issues ](https://forums.unrealengine.com/t/sequential-stereo-and-directx-issues/2686282)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 20, 2025, 1:41am UTC](https://forums.unrealengine.com/t/sequential-stereo-and-directx-issues/2686282 "2025-11-20T01:41:39Z")

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This question was created in reference to: \[Sequential stereo is not working with dx12 in \[Content removed\] First, thank you Vitalii \[Content removed\] for trying to help in the past. We still face different issues when…

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## [MRQ + nDisplay failing in packaged builds](https://forums.unrealengine.com/t/mrq-ndisplay-failing-in-packaged-builds/2672409)

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**Author:** [@Ken.Brueck](https://forums.unrealengine.com/u/Ken.Brueck)\
**Replies:** 3\
**Last updated:** [November 19, 2025, 9:43pm UTC](https://forums.unrealengine.com/t/mrq-ndisplay-failing-in-packaged-builds/2672409 "2025-11-19T21:43:36Z")

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I can’t get runtime MRQ + nDisplay to output renders in a packaged build. I’ve finally gotten this to as simple a project as possible by doing the following: Started with nDisplay sample project Added a level sequence C…

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## [Crashing on FSR4 \[also FSR3\] ](https://forums.unrealengine.com/t/crashing-on-fsr4-also-fsr3/2686290)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 19, 2025, 8:29pm UTC](https://forums.unrealengine.com/t/crashing-on-fsr4-also-fsr3/2686290 "2025-11-19T20:29:38Z")

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We seem to be only crashing on GPU Crash when FSR is enabled - fairly consistently based on our metrics for about 7% of our playerbase. Generally seems to happen when running on settings higher than their machine can rea…

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## [Object Ids and Path Tracing](https://forums.unrealengine.com/t/object-ids-and-path-tracing/2675890)

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**Author:** [@eco\_bach2](https://forums.unrealengine.com/u/eco_bach2)\
**Replies:** 2\
**Last updated:** [November 19, 2025, 6:55pm UTC](https://forums.unrealengine.com/t/object-ids-and-path-tracing/2675890 "2025-11-19T18:55:56Z")

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Has anyone managed to get Object Ids to work with Path Traced renders? When I open the EXR in Photoshop the Object Id layers all seem empty. Using Deferred rendering everything works as expected. A quick search shows…

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## [I am having this issue where the moon (Directional Light) is seeping through the walls of my buildings and i cannot seem to fix it. Please help! ](https://forums.unrealengine.com/t/i-am-having-this-issue-where-the-moon-directional-light-is-seeping-through-the-walls-of-my-buildings-and-i-cannot-seem-to-fix-it-please-help/2676519)

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**Author:** [@BigGulperStroka4](https://forums.unrealengine.com/u/BigGulperStroka4)\
**Replies:** 1\
**Last updated:** [November 19, 2025, 4:14pm UTC](https://forums.unrealengine.com/t/i-am-having-this-issue-where-the-moon-directional-light-is-seeping-through-the-walls-of-my-buildings-and-i-cannot-seem-to-fix-it-please-help/2676519 "2025-11-19T16:14:20Z")

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## [Can I make performance friendly fake shadows with Post Processing Shader Mats? (And if so, how?)](https://forums.unrealengine.com/t/can-i-make-performance-friendly-fake-shadows-with-post-processing-shader-mats-and-if-so-how/2676240)

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**Author:** [@Blowave101](https://forums.unrealengine.com/u/Blowave101)\
**Replies:** 4\
**Last updated:** [November 19, 2025, 3:28pm UTC](https://forums.unrealengine.com/t/can-i-make-performance-friendly-fake-shadows-with-post-processing-shader-mats-and-if-so-how/2676240 "2025-11-19T15:28:19Z")

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Hey I’m working on a project, And In my project it’s gonna really be atmospheric. And for the atmosphere I’m going for I want shadows, But here is the issue, the only way I can achieve shadows at this moment is to put t…

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## [PSO precaching misses ](https://forums.unrealengine.com/t/pso-precaching-misses/2686523)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [November 20, 2025, 12:44pm UTC](https://forums.unrealengine.com/t/pso-precaching-misses/2686523 "2025-11-20T12:44:22Z")

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Hi, This is more a general question regarding PSO precaching and whether you recommend that a title could ship with PSO precaching only ? We see several PSO precaching misses reported through r.PSOPrecache.Validation=2…

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## [UE 5.4, Volumetric Clouds from Ultra Dynamic Sky looks different in viewport and render](https://forums.unrealengine.com/t/ue-5-4-volumetric-clouds-from-ultra-dynamic-sky-looks-different-in-viewport-and-render/2004613)

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**Author:** [@Shin\_im](https://forums.unrealengine.com/u/Shin_im)\
**Replies:** 4\
**Last updated:** [November 19, 2025, 8:33am UTC](https://forums.unrealengine.com/t/ue-5-4-volumetric-clouds-from-ultra-dynamic-sky-looks-different-in-viewport-and-render/2004613 "2025-11-19T08:33:13Z")

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What is the reason the same frame looks so different? How can I make render looks exactly viewport frame? High res screenshot from viewport: Render of the same frame: Settings: I’m using MPC in Sequence…

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## [Mat LIght Function VS Emissive Txt](https://forums.unrealengine.com/t/mat-light-function-vs-emissive-txt/2676169)

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**Author:** [@Cykablatta](https://forums.unrealengine.com/u/Cykablatta)\
**Replies:** 4\
**Last updated:** [November 19, 2025, 5:58am UTC](https://forums.unrealengine.com/t/mat-light-function-vs-emissive-txt/2676169 "2025-11-19T05:58:23Z")

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Hello everybody! Can Someone explain me the differences between a material using material domain “light function” and a material using emissive textures? I tried to use both of them inside my project and I noticed ligh…

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## [UE-5: Dithering everywhere ?](https://forums.unrealengine.com/t/ue-5-dithering-everywhere/1292381)

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**Author:** [@Detelgex](https://forums.unrealengine.com/u/Detelgex)\
**Replies:** 1\
**Last updated:** [November 19, 2025, 12:38am UTC](https://forums.unrealengine.com/t/ue-5-dithering-everywhere/1292381 "2025-11-19T00:38:25Z")

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Hello, In Unreal Engine 5, there’s dithering in everything translucent: Volumetric Cloud, Sky Atmosphere, Niagara particles, Water, Hair and, of course, all transparent or non-opaque materials. Why? Is it for performanc…

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## [I am having weird shadows](https://forums.unrealengine.com/t/i-am-having-weird-shadows/2676212)

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**Author:** [@ryan2006174](https://forums.unrealengine.com/u/ryan2006174)\
**Replies:** 1\
**Last updated:** [November 18, 2025, 5:29pm UTC](https://forums.unrealengine.com/t/i-am-having-weird-shadows/2676212 "2025-11-18T17:29:21Z")

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The shadows are looking wigly when I build lighting. I tried increasing the light map resolution but its not working

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## [Ray Traced Shadows Artifact \[UE 5.4\]](https://forums.unrealengine.com/t/ray-traced-shadows-artifact-ue-5-4/1921243)

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**Author:** [@ItsSharp](https://forums.unrealengine.com/u/ItsSharp)\
**Replies:** 11\
**Last updated:** [November 18, 2025, 4:20pm UTC](https://forums.unrealengine.com/t/ray-traced-shadows-artifact-ue-5-4/1921243 "2025-11-18T16:20:26Z")

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Hi, recently, with the 5.4 update, I’ve noticed a weird artifact in some of my levels when Cast Ray Traced Shadows is enabled on lights. I’m getting a weird scene duplicating, where my lights will fully disappear and rea…

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## [Twinmotion versión 2022.2.4  ](https://forums.unrealengine.com/t/twinmotion-version-2022-2-4/2676183)

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**Author:** [@Victorina](https://forums.unrealengine.com/u/Victorina)\
**Replies:** 0\
**Last updated:** [November 18, 2025, 3:35pm UTC](https://forums.unrealengine.com/t/twinmotion-version-2022-2-4/2676183 "2025-11-18T15:35:14Z")

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Necesito un link para instalar Twinmotion 2022.4.2 es la única versión más reciente compatible con mi hardware pero en Epic Games sólo está disponible hasta la 2023.2.4

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## [Change Media-Player Source dynamically?](https://forums.unrealengine.com/t/change-media-player-source-dynamically/63103)

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**Author:** [@anonymous\_user\_a3da4f13](https://forums.unrealengine.com/u/anonymous_user_a3da4f13)\
**Replies:** 2\
**Last updated:** [November 18, 2025, 3:29pm UTC](https://forums.unrealengine.com/t/change-media-player-source-dynamically/63103 "2025-11-18T15:29:29Z")

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Is it possible to change the source file of an Media-Player asset at runtime? I want to be able to playback video files that the user chooses.

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## [Ghosting artifacts when rendering metahuman character motion (Movie Render Queue)](https://forums.unrealengine.com/t/ghosting-artifacts-when-rendering-metahuman-character-motion-movie-render-queue/2675733)

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**Author:** [@nathanvillanova](https://forums.unrealengine.com/u/nathanvillanova)\
**Replies:** 2\
**Last updated:** [November 18, 2025, 3:14pm UTC](https://forums.unrealengine.com/t/ghosting-artifacts-when-rendering-metahuman-character-motion-movie-render-queue/2675733 "2025-11-18T15:14:41Z")

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I’ve been searching for a solution to this and haven’t yet found anything that solves it. I’ve come to understand that the issue is related to anti aliasing and blur, and I have experimented with different settings to t…

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## [Why does my Lumen Render keep crashing?](https://forums.unrealengine.com/t/why-does-my-lumen-render-keep-crashing/2643060)

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**Author:** [@Realih](https://forums.unrealengine.com/u/Realih)\
**Replies:** 4\
**Last updated:** [November 18, 2025, 10:37am UTC](https://forums.unrealengine.com/t/why-does-my-lumen-render-keep-crashing/2643060 "2025-11-18T10:37:33Z")

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So no matter what I do, whenever I try to render my scene it gives me this error and crashes immediately after. Any help is appreciated.

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## [Clouds in Pathtracing not illuminated by sky ](https://forums.unrealengine.com/t/clouds-in-pathtracing-not-illuminated-by-sky/2685979)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 8\
**Last updated:** [November 18, 2025, 6:10am UTC](https://forums.unrealengine.com/t/clouds-in-pathtracing-not-illuminated-by-sky/2685979 "2025-11-18T06:10:46Z")

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Is there a way to get full illumination onto the Volumetric Clouds when using Pathtracing? Currently the clouds seem to behave the same way they do in Lit Deferred mode, where only the Sun light illuminates them, ignorin…

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## [Stop Translucent Material from Fading with Distance](https://forums.unrealengine.com/t/stop-translucent-material-from-fading-with-distance/353937)

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**Author:** [@Turing\_Machine](https://forums.unrealengine.com/u/Turing_Machine)\
**Replies:** 12\
**Last updated:** [November 18, 2025, 3:20am UTC](https://forums.unrealengine.com/t/stop-translucent-material-from-fading-with-distance/353937 "2025-11-18T03:20:25Z")

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Quick question. To render Earth I have two spheres, one for the Earth color/topology and one slightly larger sphere for clouds. The clouds material is a basic translucent/default lit material that has a few panning textu…

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## [Issues with Static Meshes: LOD material swap and Nanite LOD looks overly simplified ](https://forums.unrealengine.com/t/issues-with-static-meshes-lod-material-swap-and-nanite-lod-looks-overly-simplified/2685629)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 18, 2025, 1:34am UTC](https://forums.unrealengine.com/t/issues-with-static-meshes-lod-material-swap-and-nanite-lod-looks-overly-simplified/2685629 "2025-11-18T01:34:28Z")

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Hi everyone, I am generating Static Meshes via code and I am running into two issues I cannot quite explain. I am attaching a video in the post to show both cases and the meshes I am referring to. Context These meshe…

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## [Alembic groom being culled or strangely lit based off distance](https://forums.unrealengine.com/t/alembic-groom-being-culled-or-strangely-lit-based-off-distance/1715634)

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**Author:** [@Treghc](https://forums.unrealengine.com/u/Treghc)\
**Replies:** 1\
**Last updated:** [November 18, 2025, 1:24am UTC](https://forums.unrealengine.com/t/alembic-groom-being-culled-or-strangely-lit-based-off-distance/1715634 "2025-11-18T01:24:58Z")

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Hey there, I’ve been running in to an issue with my alembic groom being imported into Unreal 5.3.2. I’ve tried multiple configurations, but every single one of them seems to have this weird effect where, if I’m far eno…

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## [Proper workflow for rendering passes like depth and world position ](https://forums.unrealengine.com/t/proper-workflow-for-rendering-passes-like-depth-and-world-position/2685622)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 12\
**Last updated:** [November 18, 2025, 1:08am UTC](https://forums.unrealengine.com/t/proper-workflow-for-rendering-passes-like-depth-and-world-position/2685622 "2025-11-18T01:08:25Z")

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I would like to know if there’s a recommended workflow for rendering passes like depth and world position. From what I understand, the standard method has always been adding post-process materials under the corresponding…

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## [Spotlights with large Attenuation Radius' produce blocky artefacts and ignore soft shadows ](https://forums.unrealengine.com/t/spotlights-with-large-attenuation-radius-produce-blocky-artefacts-and-ignore-soft-shadows/2685630)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [November 18, 2025, 1:07am UTC](https://forums.unrealengine.com/t/spotlights-with-large-attenuation-radius-produce-blocky-artefacts-and-ignore-soft-shadows/2685630 "2025-11-18T01:07:19Z")

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Problem: Since upgrading to 5.6 with VSM, blocky artifacts have become extremely noticeable (see attached image). Often, spotlights are used to fake pools of sunlight, requiring them to be placed at a far distance, wit…

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## [Memory Spike After Loading (Nanite + Primitive + DistanceFields) ](https://forums.unrealengine.com/t/memory-spike-after-loading-nanite-primitive-distancefields/2685661)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 18, 2025, 1:03am UTC](https://forums.unrealengine.com/t/memory-spike-after-loading-nanite-primitive-distancefields/2685661 "2025-11-18T01:03:59Z")

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We’re seeing a pretty hefty spike of memory usage right after a level finishes loading due to upload buffers. According to memory insights using the “Decline” view over the first second of gameplay I’m seeing this: 6710…

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## [Where are the baked textures?](https://forums.unrealengine.com/t/where-are-the-baked-textures/2037076)

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**Author:** [@qrsdqr](https://forums.unrealengine.com/u/qrsdqr)\
**Replies:** 6\
**Last updated:** [November 17, 2025, 10:57pm UTC](https://forums.unrealengine.com/t/where-are-the-baked-textures/2037076 "2025-11-17T22:57:05Z")

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Hi, I used this menu to bake my textures on a mesh but I can’t find them anywhere. Where does UE 5.4 store those newly baked textures?

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## [The best way to check triangle to vertices ratio for Nanite and overall polycount question ](https://forums.unrealengine.com/t/the-best-way-to-check-triangle-to-vertices-ratio-for-nanite-and-overall-polycount-question/2685634)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [November 17, 2025, 8:20pm UTC](https://forums.unrealengine.com/t/the-best-way-to-check-triangle-to-vertices-ratio-for-nanite-and-overall-polycount-question/2685634 "2025-11-17T20:20:56Z")

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Hello, From the many answered questions here, it is evident that artists need to be careful with the tris-to-vert ratio when creating the Nanite geometry. Where should we check the ratio, in the DCC or in Unreal? I am …

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## [Crash in UNiagaraComponentPool::Cleanup(UWorld \*) ](https://forums.unrealengine.com/t/crash-in-uniagaracomponentpool-cleanup-uworld/2685619)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 11\
**Last updated:** [November 17, 2025, 4:57pm UTC](https://forums.unrealengine.com/t/crash-in-uniagaracomponentpool-cleanup-uworld/2685619 "2025-11-17T16:57:07Z")

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Hello, We are experiencing a weird crash when quickly exiting the game from our main menu after exiting a level. If we wait for a few seconds in the main menu before quitting, no crash. Timing matters here and also we a…

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## [How to get the scene Accelerate Structure (TLAS) for custom Ray Tracing](https://forums.unrealengine.com/t/how-to-get-the-scene-accelerate-structure-tlas-for-custom-ray-tracing/696723)

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**Author:** [@FluffyBunnyO](https://forums.unrealengine.com/u/FluffyBunnyO)\
**Replies:** 7\
**Last updated:** [November 17, 2025, 3:53pm UTC](https://forums.unrealengine.com/t/how-to-get-the-scene-accelerate-structure-tlas-for-custom-ray-tracing/696723 "2025-11-17T15:53:08Z")

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I want to cast custom rays in order to compute something specific. I will be casting 1 ray per texture pixel, probably 1024X1024. I’ve set up everything I need in order to do so; shader, parameters, buffers, render thre…

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