# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=71

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**Page:** 72

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## [Draw Material to Render Target is low resolution](https://forums.unrealengine.com/t/draw-material-to-render-target-is-low-resolution/2673489)

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**Author:** [@BiaXThePanda1](https://forums.unrealengine.com/u/BiaXThePanda1)\
**Replies:** 1\
**Last updated:** [November 17, 2025, 2:31pm UTC](https://forums.unrealengine.com/t/draw-material-to-render-target-is-low-resolution/2673489 "2025-11-17T14:31:52Z")

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For my dungeons theme I only have one material. And it is applied to all walls. In the material I have a render target texture. With the creation of the dungeon, I draw on that render target with another already created…

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## [lighting change after open level](https://forums.unrealengine.com/t/lighting-change-after-open-level/466839)

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**Author:** [@anonymous\_user\_5974b69c](https://forums.unrealengine.com/u/anonymous_user_5974b69c)\
**Replies:** 1\
**Last updated:** [November 17, 2025, 2:10pm UTC](https://forums.unrealengine.com/t/lighting-change-after-open-level/466839 "2025-11-17T14:10:28Z")

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i have an issue with lighting on standalone and package its change into darker like while compiling material or something after opening a new level on standalone or package project please help me to solve this issue i…

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## [No shadows on landscape](https://forums.unrealengine.com/t/no-shadows-on-landscape/358956)

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**Author:** [@NirabhroMakhal](https://forums.unrealengine.com/u/NirabhroMakhal)\
**Replies:** 14\
**Last updated:** [November 17, 2025, 2:10pm UTC](https://forums.unrealengine.com/t/no-shadows-on-landscape/358956 "2025-11-17T14:10:20Z")

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do this happens when you hit play too?

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## [Unreal editor uses 1% GPU when working on project](https://forums.unrealengine.com/t/unreal-editor-uses-1-gpu-when-working-on-project/755972)

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**Author:** [@LoicDerrien](https://forums.unrealengine.com/u/LoicDerrien)\
**Replies:** 5\
**Last updated:** [November 17, 2025, 1:34pm UTC](https://forums.unrealengine.com/t/unreal-editor-uses-1-gpu-when-working-on-project/755972 "2025-11-17T13:34:19Z")

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Hello, As you can see on the screenshot, when working on this project , Unreal 5.1 uses 1, max 2 % of my Asus TUF RTX 3080 capability and more CPU (Ryzen 7 3700X). It doesn’t help on FPS of course. I can work in lit mod…

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## ["lighting needs to be rebuilt" every time the map is reopened](https://forums.unrealengine.com/t/lighting-needs-to-be-rebuilt-every-time-the-map-is-reopened/380237)

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**Author:** [@anonymous\_user\_213579db](https://forums.unrealengine.com/u/anonymous_user_213579db)\
**Replies:** 5\
**Last updated:** [November 17, 2025, 1:09pm UTC](https://forums.unrealengine.com/t/lighting-needs-to-be-rebuilt-every-time-the-map-is-reopened/380237 "2025-11-17T13:09:16Z")

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I have one specific map, very simple, that lost it’s lighting information every time it is reopened. When I click the build button, the lighting is built without any problem. When I click the play button to play in edit…

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## [Corrupted previous bone data when using r.gtsynctype 1 and r.oneFrameThreadLag 1 ](https://forums.unrealengine.com/t/corrupted-previous-bone-data-when-using-r-gtsynctype-1-and-r-oneframethreadlag-1/2684888)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 17, 2025, 10:49am UTC](https://forums.unrealengine.com/t/corrupted-previous-bone-data-when-using-r-gtsynctype-1-and-r-oneframethreadlag-1/2684888 "2025-11-17T10:49:29Z")

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We recently moved to 5.6 and we are facing the following issue. When using the following rhi/render thread/GT sync configuration r.oneFrameThreadLag 1 r.GTSyncType 1 The previous skinning bone data are corrupted and …

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## [Niagara GPU sim crashing after update to 5.6 ](https://forums.unrealengine.com/t/niagara-gpu-sim-crashing-after-update-to-5-6/2684877)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 12\
**Last updated:** [November 17, 2025, 10:24am UTC](https://forums.unrealengine.com/t/niagara-gpu-sim-crashing-after-update-to-5-6/2684877 "2025-11-17T10:24:04Z")

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The crash occurs because the PerInstanceData\_RenderThread member of the DI proxy hasn’t been set up, and this happens because IsUsedWithGPUScript() never gets set on the underlying DI, and \*that\* happens because the new …

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## [Geometry Appears Incomplete in Viewport](https://forums.unrealengine.com/t/geometry-appears-incomplete-in-viewport/2675723)

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**Author:** [@naishmeister](https://forums.unrealengine.com/u/naishmeister)\
**Replies:** 0\
**Last updated:** [November 17, 2025, 2:06am UTC](https://forums.unrealengine.com/t/geometry-appears-incomplete-in-viewport/2675723 "2025-11-17T02:06:38Z")

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Hi everyone, I’m working with a Rural Australia tree asset from Fab, imported as a .uasset into Unreal 5.7. I’ve noticed a strange issue with the geometry rendering in the viewport: When I open the Modeling Tools ins…

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## [3D Widget is blurred using Temporal AA](https://forums.unrealengine.com/t/3d-widget-is-blurred-using-temporal-aa/375246)

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**Author:** [@anonymous\_user\_cf6476b2](https://forums.unrealengine.com/u/anonymous_user_cf6476b2)\
**Replies:** 9\
**Last updated:** [November 16, 2025, 11:25pm UTC](https://forums.unrealengine.com/t/3d-widget-is-blurred-using-temporal-aa/375246 "2025-11-16T23:25:09Z")

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We are developing a VR title. We would like to display some information in the scene. In our test, if disable anti-aliasing, the widget displayed normally. If we turn on the anti-aliasing using TemporalAA, it is too blu…

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## [Long times spent in D3D12\_Present](https://forums.unrealengine.com/t/long-times-spent-in-d3d12-present/2606442)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 11\
**Last updated:** [November 16, 2025, 10:34pm UTC](https://forums.unrealengine.com/t/long-times-spent-in-d3d12-present/2606442 "2025-11-16T22:34:20Z")

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Hello, we’ve noticed that on some computers, our game spends a significant but highly variable amount of time in D3D12\_Present on the RHI thread (\>2ms on some frames, each of which are about 7ms or so). This is causing …

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## [Weird Shadow artifects with Metahuman Hair in Unreal Engine 5.4](https://forums.unrealengine.com/t/weird-shadow-artifects-with-metahuman-hair-in-unreal-engine-5-4/2034014)

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**Author:** [@Mustafa98](https://forums.unrealengine.com/u/Mustafa98)\
**Replies:** 1\
**Last updated:** [November 16, 2025, 8:30pm UTC](https://forums.unrealengine.com/t/weird-shadow-artifects-with-metahuman-hair-in-unreal-engine-5-4/2034014 "2025-11-16T20:30:06Z")

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Hello, Does anybody know why I’m getting these weird voxelization shadows on the hair in UE5? I’ve been trying to solve it for hours but I can’t here are the render settings from the MRQ I tried turning off a…

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## [Texture-Sampled Inverse Transform Matrix Always Behind Scene Proxy → Visible Texture “Sliding” When Actor Moves ](https://forums.unrealengine.com/t/texture-sampled-inverse-transform-matrix-always-behind-scene-proxy-visible-texture-sliding-when-actor-moves/2675567)

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**Author:** [@Blue\_Rose](https://forums.unrealengine.com/u/Blue_Rose)\
**Replies:** 0\
**Last updated:** [November 16, 2025, 2:09pm UTC](https://forums.unrealengine.com/t/texture-sampled-inverse-transform-matrix-always-behind-scene-proxy-visible-texture-sliding-when-actor-moves/2675567 "2025-11-16T14:09:06Z")

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Hello everyone, I’m currently implementing a system where each mesh in my scene receives a unique stencil ID, and I upload a corresponding inverse transform matrix into a float texture lookup table (256×3, PF\_A32B32G32R…

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## [Skylight lights interiors completely - except for the ceilings ](https://forums.unrealengine.com/t/skylight-lights-interiors-completely-except-for-the-ceilings/2673013)

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**Author:** [@Rusbannet](https://forums.unrealengine.com/u/Rusbannet)\
**Replies:** 5\
**Last updated:** [November 16, 2025, 12:16pm UTC](https://forums.unrealengine.com/t/skylight-lights-interiors-completely-except-for-the-ceilings/2673013 "2025-11-16T12:16:06Z")

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Hey guys, I’ve been struggling to get interiors to be lit correctly in my game. It’s an open world game and thus uses mostly the skylight and directional light for lighting. But I do not understand how to light the inte…

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## [Invisible HLODs in the game (UEFN)](https://forums.unrealengine.com/t/invisible-hlods-in-the-game-uefn/2675419)

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**Author:** [@ItsEydrian](https://forums.unrealengine.com/u/ItsEydrian)\
**Replies:** 0\
**Last updated:** [November 15, 2025, 7:00pm UTC](https://forums.unrealengine.com/t/invisible-hlods-in-the-game-uefn/2675419 "2025-11-15T19:00:35Z")

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hey guys, anyone knows how to manage HLODs? in my editor, everything looks fine, but, in the game the HLODs doesn’t show up, here is all my settings i don’t know too much about hlods, if someone knows how to fix it, wou…

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## [Low resolution Sun and Cloud in Path Tracer. ](https://forums.unrealengine.com/t/low-resolution-sun-and-cloud-in-path-tracer/2675373)

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**Author:** [@Peshang00](https://forums.unrealengine.com/u/Peshang00)\
**Replies:** 0\
**Last updated:** [November 15, 2025, 2:05pm UTC](https://forums.unrealengine.com/t/low-resolution-sun-and-cloud-in-path-tracer/2675373 "2025-11-15T14:05:26Z")

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Hello Guys, I am facing a case where in Path Tracing the Sun and Volumetric Clouds are either so blurred out or so low res. Current Scene Outline: Blurry sun: Blurry volumetric Cloud: Compared to lit mode: …

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## [Motion design render don't show soundwave animator.](https://forums.unrealengine.com/t/motion-design-render-dont-show-soundwave-animator/1807773)

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**Author:** [@aurelarchi](https://forums.unrealengine.com/u/aurelarchi)\
**Replies:** 10\
**Last updated:** [November 15, 2025, 11:22am UTC](https://forums.unrealengine.com/t/motion-design-render-dont-show-soundwave-animator/1807773 "2025-11-15T11:22:40Z")

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Hi to all, I’m testing right now motion design, following Winbush tuto to animate from music ( soundwave). Everything is ok on sequencer; but when I hit render the movement drive by the music is not visible. I’m rende…

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## [Material Doesn't Render on Phone but Works Fine on Tablet](https://forums.unrealengine.com/t/material-doesnt-render-on-phone-but-works-fine-on-tablet/2674581)

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**Author:** [@MohitManchanda](https://forums.unrealengine.com/u/MohitManchanda)\
**Replies:** 1\
**Last updated:** [November 15, 2025, 9:14am UTC](https://forums.unrealengine.com/t/material-doesnt-render-on-phone-but-works-fine-on-tablet/2674581 "2025-11-15T09:14:07Z")

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So the screenshots are attached below, this is basically the same view as the Mobile Preview which I’m able to replicate exactly in my Tablet (upper-end Snapdragon) and it looks just as I need it to. Then comes the p…

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## [Build crash when enabling r.CreateShadersOnLoad=1 ](https://forums.unrealengine.com/t/build-crash-when-enabling-r-createshadersonload-1/2684883)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [November 15, 2025, 12:12am UTC](https://forums.unrealengine.com/t/build-crash-when-enabling-r-createshadersonload-1/2684883 "2025-11-15T00:12:39Z")

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Hello, We are working on improving the performance or our game. We already do collect PSOs and precompile them and now we want to use r.CreateShadersOnLoad=1. I understand it’s useful for the case where you assemble a d…

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## [whats up with ray tracing in UE5.5 and beyond?](https://forums.unrealengine.com/t/whats-up-with-ray-tracing-in-ue5-5-and-beyond/2675136)

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**Author:** [@fleshyjelly](https://forums.unrealengine.com/u/fleshyjelly)\
**Replies:** 3\
**Last updated:** [November 14, 2025, 11:13pm UTC](https://forums.unrealengine.com/t/whats-up-with-ray-tracing-in-ue5-5-and-beyond/2675136 "2025-11-14T23:13:05Z")

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so i’ve been trying to search for an answer to my specific question(s) about this topic but unfortunately can’t seem to find anything; why exactly did they remove raytracing? and is there any way to use it for GI and ref…

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## [Flickering mesh](https://forums.unrealengine.com/t/flickering-mesh/312889)

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**Author:** [@anonymous\_user\_6f0e22f9](https://forums.unrealengine.com/u/anonymous_user_6f0e22f9)\
**Replies:** 18\
**Last updated:** [November 14, 2025, 10:48pm UTC](https://forums.unrealengine.com/t/flickering-mesh/312889 "2025-11-14T22:48:22Z")

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hi, when i play my game some meshes are flickering more like it go invisible and back visible how to fix that? Thanks in advance,

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## [why is my mesh flickering?](https://forums.unrealengine.com/t/why-is-my-mesh-flickering/1722493)

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**Author:** [@plezy3](https://forums.unrealengine.com/u/plezy3)\
**Replies:** 21\
**Last updated:** [November 14, 2025, 10:46pm UTC](https://forums.unrealengine.com/t/why-is-my-mesh-flickering/1722493 "2025-11-14T22:46:39Z")

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Imgur: The magic of the Internet small mesh like leaves are flickering. i tried removing material nothing changed i tried turning off lumen nothing changed i tried changing anti-aliasing to every single one nothing chang…

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## [Best practice for rebuilding shaders at runtime. ](https://forums.unrealengine.com/t/best-practice-for-rebuilding-shaders-at-runtime/2685977)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 8\
**Last updated:** [November 18, 2025, 2:46pm UTC](https://forums.unrealengine.com/t/best-practice-for-rebuilding-shaders-at-runtime/2685977 "2025-11-18T14:46:04Z")

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Hi, Is there a good example of building / re-building shaders on first boot and when the video drivers are updated? Is there also functionality on how to get the percentage of the process while its happening so we can …

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## [GPU Lightmass not generating lighting or shadows, just dark scenes in UE 5.4 - AMD Issue?](https://forums.unrealengine.com/t/gpu-lightmass-not-generating-lighting-or-shadows-just-dark-scenes-in-ue-5-4-amd-issue/2003737)

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**Author:** [@mistersuspender](https://forums.unrealengine.com/u/mistersuspender)\
**Replies:** 2\
**Last updated:** [November 14, 2025, 8:33pm UTC](https://forums.unrealengine.com/t/gpu-lightmass-not-generating-lighting-or-shadows-just-dark-scenes-in-ue-5-4-amd-issue/2003737 "2025-11-14T20:33:28Z")

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Hey everyone, I’m running into an issue with the official GPU Lightmass plugin. When I click “Build Lighting,” it seems to go through the motions, but then, nothing. My scene with a static light renders completely dark.…

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## [VisibilityId for Components in Level Instances](https://forums.unrealengine.com/t/visibilityid-for-components-in-level-instances/2675131)

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**Author:** [@AlexPfaffe](https://forums.unrealengine.com/u/AlexPfaffe)\
**Replies:** 0\
**Last updated:** [November 14, 2025, 3:51pm UTC](https://forums.unrealengine.com/t/visibilityid-for-components-in-level-instances/2675131 "2025-11-14T15:51:43Z")

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We have some functionality to precompute visibility for our maps which we can trigger from the editor or from a commandlet. We iterate through all the static mesh components, generate a unique id and assign it to the C…

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## [RGB to Hue in material](https://forums.unrealengine.com/t/rgb-to-hue-in-material/314303)

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**Author:** [@Davision](https://forums.unrealengine.com/u/Davision)\
**Replies:** 7\
**Last updated:** [November 14, 2025, 3:25pm UTC](https://forums.unrealengine.com/t/rgb-to-hue-in-material/314303 "2025-11-14T15:25:09Z")

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How could I convert a RGB input to a Hue value inside the material editor? I found this formula but I have no clue how and if it is even possible in the material editor of UE4: The required max and min are especially …

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## [Simulating Low Framerate for an anime style game?](https://forums.unrealengine.com/t/simulating-low-framerate-for-an-anime-style-game/2675014)

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**Author:** [@papa335678](https://forums.unrealengine.com/u/papa335678)\
**Replies:** 1\
**Last updated:** [November 14, 2025, 12:32pm UTC](https://forums.unrealengine.com/t/simulating-low-framerate-for-an-anime-style-game/2675014 "2025-11-14T12:32:24Z")

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My project is stylised and I’m looking for a way to sort of “fake” a low framerate look, similar to an anime at around 12 fps ish. It currently makes rather heavy use of physics (hair, cloth, ragdolls etc), which rules …

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## [UE5.5.4 Invalid data in Nanite ClusterPageData ](https://forums.unrealengine.com/t/ue5-5-4-invalid-data-in-nanite-clusterpagedata/2688678)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 17\
**Last updated:** [December 1, 2025, 9:49am UTC](https://forums.unrealengine.com/t/ue5-5-4-invalid-data-in-nanite-clusterpagedata/2688678 "2025-12-01T09:49:07Z")

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Hello Epic Games Support! We have noticed that we have GPU validation crashes on unaligned memory reads and MMU fault when accessing memory in Nanite compute shaders. Bug is not related to single GPU model or driver ver…

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## [I can't get my room dark](https://forums.unrealengine.com/t/i-cant-get-my-room-dark/613381)

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**Author:** [@UraniumBonBeurre](https://forums.unrealengine.com/u/UraniumBonBeurre)\
**Replies:** 5\
**Last updated:** [November 14, 2025, 9:09am UTC](https://forums.unrealengine.com/t/i-cant-get-my-room-dark/613381 "2025-11-14T09:09:06Z")

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I can’t get this room dark. I would like it to be lit very dimly by indirect sunlight reflected on the wall seen on the right (first image). But I noticed that when I set the intensity light of the sun on 0 (directi…

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## [Using bindless resources in a custom shader](https://forums.unrealengine.com/t/using-bindless-resources-in-a-custom-shader/2262819)

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**Author:** [@f1rst\_14](https://forums.unrealengine.com/u/f1rst_14)\
**Replies:** 1\
**Last updated:** [November 14, 2025, 7:11am UTC](https://forums.unrealengine.com/t/using-bindless-resources-in-a-custom-shader/2262819 "2025-11-14T07:11:52Z")

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Hello everyone. I want to use recently added “bindless resources” feature in my plugin that implements a custom shader in UE 5.5. I enabled bindless rendering in BaseWindowsEngine.ini, however. I am not sure how to prope…

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## [MRQ rendering Hair has noise ](https://forums.unrealengine.com/t/mrq-rendering-hair-has-noise/2684882)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [November 14, 2025, 7:09am UTC](https://forums.unrealengine.com/t/mrq-rendering-hair-has-noise/2684882 "2025-11-14T07:09:32Z")

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\[Image Removed\] MRQ渲染Hair有噪点 用MRQ渲染Hair，当动态大的时候，噪点难以接受 已知这是时间积累不够导致，理论上增加离线渲染的临时采样数，也就是一帧渲染32或者64次，当足够多的样本混合在一起噪点就消失了，但是实时动态计算的Groom并不适合这样渲染，会抖动，（一帧渲染一次则是流畅的），也许用缓存可以解决抖动问题但成本太大，有办法同样只渲染一帧，但是牺牲更多的时间来换取丝滑的品质吗？（类似视口里暂停时…

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