# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=72

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**Page:** 73

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## [Nanite appears to be fragmenting/destroying meshes](https://forums.unrealengine.com/t/nanite-appears-to-be-fragmenting-destroying-meshes/2674812)

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**Author:** [@rosenkranz](https://forums.unrealengine.com/u/rosenkranz)\
**Replies:** 3\
**Last updated:** [November 14, 2025, 3:24am UTC](https://forums.unrealengine.com/t/nanite-appears-to-be-fragmenting-destroying-meshes/2674812 "2025-11-14T03:24:30Z")

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Hi, I have a bit of a mystery: I have a scene im working on and nanite tessellation is handing the geo poorly. The fragmentation definitely seems linked to nanite tesselation - disabling it instantly fixes this. I …

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## [Material - Modifiying Object's Scale Using ObjectScale](https://forums.unrealengine.com/t/material-modifiying-objects-scale-using-objectscale/353662)

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**Author:** [@Vithar7](https://forums.unrealengine.com/u/Vithar7)\
**Replies:** 11\
**Last updated:** [November 13, 2025, 7:28pm UTC](https://forums.unrealengine.com/t/material-modifiying-objects-scale-using-objectscale/353662 "2025-11-13T19:28:25Z")

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I’m trying to write a vertex shader that will scale an object down programmatically. Can this be done using the ObjectScale function? I tried this basic shader, but it doesn’t affect the object’s scale.

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## [Rendering at 320x180px and point scaling up?](https://forums.unrealengine.com/t/rendering-at-320x180px-and-point-scaling-up/295597)

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**Author:** [@fusecore\_1](https://forums.unrealengine.com/u/fusecore_1)\
**Replies:** 23\
**Last updated:** [November 13, 2025, 7:18pm UTC](https://forums.unrealengine.com/t/rendering-at-320x180px-and-point-scaling-up/295597 "2025-11-13T19:18:50Z")

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Is this possible, and how? I want to see sharp, big pixels on my display. I know I could do this using a post effect shader, but I prefer to have performance extra.

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## [Stereo Material in 5.3 and above not working? ](https://forums.unrealengine.com/t/stereo-material-in-5-3-and-above-not-working/2674703)

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**Author:** [@peterholzkorn](https://forums.unrealengine.com/u/peterholzkorn)\
**Replies:** 0\
**Last updated:** [November 13, 2025, 3:57pm UTC](https://forums.unrealengine.com/t/stereo-material-in-5-3-and-above-not-working/2674703 "2025-11-13T15:57:24Z")

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We successfully used ResolvedView.StereoPassIndex (as described in multiple forum posts) to modify a material in the material graph based on the left/right eye in a stereo setup in UE 4.27. We could not get this to work …

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## [PostProcess Material - Mixing Edges of WorldNormal and CustomDepth](https://forums.unrealengine.com/t/postprocess-material-mixing-edges-of-worldnormal-and-customdepth/2674641)

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**Author:** [@ArchiSofts](https://forums.unrealengine.com/u/ArchiSofts)\
**Replies:** 0\
**Last updated:** [November 13, 2025, 1:35pm UTC](https://forums.unrealengine.com/t/postprocess-material-mixing-edges-of-worldnormal-and-customdepth/2674641 "2025-11-13T13:35:19Z")

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Hello folks. I have a question which i believe requires high level of post process material creation. I am trying to create an postprocess material which can be seen through walls like an x-ray vision. I created one usi…

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## [Strange shadow remnants](https://forums.unrealengine.com/t/strange-shadow-remnants/2674635)

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**Author:** [@itsmemoulder](https://forums.unrealengine.com/u/itsmemoulder)\
**Replies:** 1\
**Last updated:** [November 13, 2025, 1:33pm UTC](https://forums.unrealengine.com/t/strange-shadow-remnants/2674635 "2025-11-13T13:33:33Z")

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Hello friends I have a very simple scene. Not using lumen, using screen space for Gi and reflections. I have either ray traced shadows, vsm or shadow maps, the issue still exists. Most of the scene is in shadow from a…

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## [Calculate interpolated vertex normals in vertex shader](https://forums.unrealengine.com/t/calculate-interpolated-vertex-normals-in-vertex-shader/2672281)

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**Author:** [@XxpiingyxX](https://forums.unrealengine.com/u/XxpiingyxX)\
**Replies:** 10\
**Last updated:** [November 13, 2025, 12:00pm UTC](https://forums.unrealengine.com/t/calculate-interpolated-vertex-normals-in-vertex-shader/2672281 "2025-11-13T12:00:02Z")

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I would like to calculate the interpolated Vertex Normals so I could use that data in a Vertex Shader for an outline effect, but I don’t know how. This is the material I have: But this is how it looks like on a non-…

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## [GPU performance hit when moving camera - Slow virtual shadow maps?](https://forums.unrealengine.com/t/gpu-performance-hit-when-moving-camera-slow-virtual-shadow-maps/2367437)

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**Author:** [@thuynder](https://forums.unrealengine.com/u/thuynder)\
**Replies:** 1\
**Last updated:** [November 13, 2025, 8:20am UTC](https://forums.unrealengine.com/t/gpu-performance-hit-when-moving-camera-slow-virtual-shadow-maps/2367437 "2025-11-13T08:20:42Z")

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Hey all. VSM has respectable performance across our project, but we see a sizable performance hit whenever the player pans the camera rapidly over the environment. We’re talking a difference of 10ms GPU thread to 22ms GP…

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## [Groom hair material overlaps translucent materials](https://forums.unrealengine.com/t/groom-hair-material-overlaps-translucent-materials/478588)

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**Author:** [@Illumin4tor](https://forums.unrealengine.com/u/Illumin4tor)\
**Replies:** 10\
**Last updated:** [November 13, 2025, 8:17am UTC](https://forums.unrealengine.com/t/groom-hair-material-overlaps-translucent-materials/478588 "2025-11-13T08:17:16Z")

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I am having some issues with the default hair material in unreal . Once i add a groom component with the basic unreal hair texture, the alpha material on the character eyeball overlaps the hair material… funny thing its …

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## [Twinmotion to Unreal Engine 5 Workflow ](https://forums.unrealengine.com/t/twinmotion-to-unreal-engine-5-workflow/2674439)

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**Author:** [@SMaster27](https://forums.unrealengine.com/u/SMaster27)\
**Replies:** 0\
**Last updated:** [November 13, 2025, 3:38am UTC](https://forums.unrealengine.com/t/twinmotion-to-unreal-engine-5-workflow/2674439 "2025-11-13T03:38:58Z")

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I have imported a downloaded asset from twin-motion into Unreal Engine 5 using datasmith importer, however the tree materials are not loading; I am unsure how to resolve this. It seems to me the tree materials don’…

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## [In Scene Capture, Newly Streamed Materials Are Showing Up As World Grid Material ](https://forums.unrealengine.com/t/in-scene-capture-newly-streamed-materials-are-showing-up-as-world-grid-material/2684390)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 13, 2025, 1:38am UTC](https://forums.unrealengine.com/t/in-scene-capture-newly-streamed-materials-are-showing-up-as-world-grid-material/2684390 "2025-11-13T01:38:40Z")

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In our project, we’re streaming in Material assets using FStreamableManager::RequestAsyncLoad. After the load is complete, and the passed callback is invoked, we’re applying the loaded materials, one-by-one, onto a spher…

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## [Virtual Textures workflow: is using huge virtual textures to reduce Material Instances number a good idea? ](https://forums.unrealengine.com/t/virtual-textures-workflow-is-using-huge-virtual-textures-to-reduce-material-instances-number-a-good-idea/2684383)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 13, 2025, 1:09am UTC](https://forums.unrealengine.com/t/virtual-textures-workflow-is-using-huge-virtual-textures-to-reduce-material-instances-number-a-good-idea/2684383 "2025-11-13T01:09:00Z")

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Hi, Our team is in the process to optimize our game, and material instances number is one offender. We are wondering if creating big atlases of virtual textures and specifying which part to use with Custom Primitive Dat…

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## [Typo in NaniteRasterizer.usf preventing distance displacement falloff ](https://forums.unrealengine.com/t/typo-in-naniterasterizer-usf-preventing-distance-displacement-falloff/2684408)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 12, 2025, 11:06pm UTC](https://forums.unrealengine.com/t/typo-in-naniterasterizer-usf-preventing-distance-displacement-falloff/2684408 "2025-11-12T23:06:03Z")

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I found a typo on one of the #if’s on the tessellation code that was basically ignoring displacement falloff for all tessellated patches NaniteRasterizer.usf:822 float LowTessDistance = 0.0f; #if USE\_DISPLACEMENT LowTe…

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## [Ensure on GetStaticRayTracingGeometries for skeletal meshes ](https://forums.unrealengine.com/t/ensure-on-getstaticraytracinggeometries-for-skeletal-meshes/2684412)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [November 12, 2025, 8:02pm UTC](https://forums.unrealengine.com/t/ensure-on-getstaticraytracinggeometries-for-skeletal-meshes/2684412 "2025-11-12T20:02:43Z")

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For static raytracing geometry we were hitting an ensure on the number of referencing static skeletal mesh objects inside the function: FSketealMeshSceneProxy::GetStaticRayTracingGeometry(). The cause was the skeletal m…

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## [Velocity rendering issues - SingleLayerWater vs. Nanite Skinning ](https://forums.unrealengine.com/t/velocity-rendering-issues-singlelayerwater-vs-nanite-skinning/2679664)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 12, 2025, 6:11pm UTC](https://forums.unrealengine.com/t/velocity-rendering-issues-singlelayerwater-vs-nanite-skinning/2679664 "2025-11-12T18:11:29Z")

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Hello! I am curious if there has been any progress on this issue since this thread was closed: \[Lack of velocity pass of single layer \[Content removed\] We have been using the r.VelocityOutputPass 1 workaround to get ve…

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## [120 FPS Cap? ](https://forums.unrealengine.com/t/120-fps-cap/2674250)

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**Author:** [@TeodorRamba](https://forums.unrealengine.com/u/TeodorRamba)\
**Replies:** 2\
**Last updated:** [November 13, 2025, 9:24am UTC](https://forums.unrealengine.com/t/120-fps-cap/2674250 "2025-11-13T09:24:30Z")

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Dear Forum, I am Teodor and I am a Software Development Engineer. I am currently researching Triangle Splatting and .fbx files within Unreal Engine. I am currently using a setup with an NVIDIA GeForce RTX 2080 Ti GPU, a…

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## [PSO driver cache not working as expected ](https://forums.unrealengine.com/t/pso-driver-cache-not-working-as-expected/2684411)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 12, 2025, 3:58pm UTC](https://forums.unrealengine.com/t/pso-driver-cache-not-working-as-expected/2684411 "2025-11-12T15:58:50Z")

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Hello folks We have recently implemented the PSO loading screen for our game (using 5.6). We have ~10k PSOs to precompile. It takes several minutes to compile them. We have also precaching enabled (r.PSOPrecaching=1). …

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## [Does Path Tracer support renders with Burn In?](https://forums.unrealengine.com/t/does-path-tracer-support-renders-with-burn-in/642189)

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**Author:** [@SupremeOrder](https://forums.unrealengine.com/u/SupremeOrder)\
**Replies:** 2\
**Last updated:** [November 12, 2025, 3:53pm UTC](https://forums.unrealengine.com/t/does-path-tracer-support-renders-with-burn-in/642189 "2025-11-12T15:53:20Z")

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The Burn-In works fine when using Deferred Rendering, but it does not show when rendering with Path Tracer (UE 5.0.3). The Movie Pipeline Burn-In is really important for development and staging phases.

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## [\[5.6.1\] Render issue on some Android devices](https://forums.unrealengine.com/t/5-6-1-render-issue-on-some-android-devices/2674249)

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**Author:** [@vitozhang](https://forums.unrealengine.com/u/vitozhang)\
**Replies:** 0\
**Last updated:** [November 12, 2025, 3:47pm UTC](https://forums.unrealengine.com/t/5-6-1-render-issue-on-some-android-devices/2674249 "2025-11-12T15:47:56Z")

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The Android devices currently experiencing this issue have the GPU: Mali G77. The game is compiled in Development mode. There are two scenarios: 1. After the first installation and launch, entering the game’s lobby sc…

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## [FRHIDrawStatsCategory stopped providing stats in UE 5.6 ](https://forums.unrealengine.com/t/frhidrawstatscategory-stopped-providing-stats-in-ue-5-6/2684677)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 9\
**Last updated:** [November 13, 2025, 4:40pm UTC](https://forums.unrealengine.com/t/frhidrawstatscategory-stopped-providing-stats-in-ue-5-6/2684677 "2025-11-13T16:40:31Z")

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Hello, We’re using FRHIDrawStatsCategory in order to get the number of drawcalls on the different categories. But since 5.6 its NumCategory member is always zero. By looking at the code I found the new macro RHI\_NEW\_GP…

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## [SceneDepth is invalid in Post Process material used by a SceneCaptureComponent.](https://forums.unrealengine.com/t/scenedepth-is-invalid-in-post-process-material-used-by-a-scenecapturecomponent/2674167)

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**Author:** [@hollowevill123](https://forums.unrealengine.com/u/hollowevill123)\
**Replies:** 0\
**Last updated:** [November 12, 2025, 11:05am UTC](https://forums.unrealengine.com/t/scenedepth-is-invalid-in-post-process-material-used-by-a-scenecapturecomponent/2674167 "2025-11-12T11:05:50Z")

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When using the material and configuration shown above with a SceneCaptureComponent, I noticed that the SceneDepth texture is only valid in the “After Tonemap” post-processing domain, and even then, it sometimes beco…

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## [Weird artifact in single water layer material.](https://forums.unrealengine.com/t/weird-artifact-in-single-water-layer-material/2662247)

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**Author:** [@carmanfer](https://forums.unrealengine.com/u/carmanfer)\
**Replies:** 3\
**Last updated:** [November 12, 2025, 10:32am UTC](https://forums.unrealengine.com/t/weird-artifact-in-single-water-layer-material/2662247 "2025-11-12T10:32:37Z")

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Hi, in the following images you can see the artifact: the stripes. They rotate along with the camera and if I zoom in a lot in a particular spot they kind of disappear there but are still present in the farther away lo…

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## [Geometry Modifiers ( Bend, Twist, Stretch Squash and more... )](https://forums.unrealengine.com/t/geometry-modifiers-bend-twist-stretch-squash-and-more/63095)

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**Author:** [@Palaui22](https://forums.unrealengine.com/u/Palaui22)\
**Replies:** 7\
**Last updated:** [November 12, 2025, 8:13am UTC](https://forums.unrealengine.com/t/geometry-modifiers-bend-twist-stretch-squash-and-more/63095 "2025-11-12T08:13:32Z")

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Hi everyone! A couple of months ago I started working on deformating meshes with the material editor and I wanted to show the progress done. I’m still not sure what I’m going to do with it so I would love to recieve fee…

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## [Why does a material slow down after a short period of time?](https://forums.unrealengine.com/t/why-does-a-material-slow-down-after-a-short-period-of-time/466050)

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**Author:** [@bartalam](https://forums.unrealengine.com/u/bartalam)\
**Replies:** 13\
**Last updated:** [November 12, 2025, 5:05am UTC](https://forums.unrealengine.com/t/why-does-a-material-slow-down-after-a-short-period-of-time/466050 "2025-11-12T05:05:26Z")

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Hello! I am making a game for the Android platform, and I had a problem with one material that starts to slow down after 3 minutes of the game, the game itself continues to work with stable 60 frames per second. Everythi…

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## [CSM Caching and Objects Culling Questions ](https://forums.unrealengine.com/t/csm-caching-and-objects-culling-questions/2684008)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 12, 2025, 2:03am UTC](https://forums.unrealengine.com/t/csm-caching-and-objects-culling-questions/2684008 "2025-11-12T02:03:02Z")

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Hi, I was investigating CSM shadow scrolling for mobile devices and found out that caching works the following way: first, it scrolls cached static geometry cascade until overlap throttle is reached, then it redraws cach…

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## [Cahos Cache Manager and 4 heterogenous volumes](https://forums.unrealengine.com/t/cahos-cache-manager-and-4-heterogenous-volumes/2673640)

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**Author:** [@olodum111](https://forums.unrealengine.com/u/olodum111)\
**Replies:** 1\
**Last updated:** [November 12, 2025, 1:54am UTC](https://forums.unrealengine.com/t/cahos-cache-manager-and-4-heterogenous-volumes/2673640 "2025-11-12T01:54:15Z")

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I have a level sequence with a chaos cache manager and 4 heterogeneous volumes. When I attempt an MRQ render I get the error frames don’t have time to render. What are the best MRQ settings for render to work?

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## [Fuzzy foliage at distance - voxelize shape preservation](https://forums.unrealengine.com/t/fuzzy-foliage-at-distance-voxelize-shape-preservation/2673395)

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**Author:** [@Damian94](https://forums.unrealengine.com/u/Damian94)\
**Replies:** 4\
**Last updated:** [November 11, 2025, 10:34pm UTC](https://forums.unrealengine.com/t/fuzzy-foliage-at-distance-voxelize-shape-preservation/2673395 "2025-11-11T22:34:58Z")

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Hi. I have this fuzzy type look for my vegetation at near-far distance. The material uses simple animation wind with green vertex color. Ive tried no mip maps, and its only on that 1 type of grass. The other one is mad…

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## [Low Quialiy shadows and flickering on moving character](https://forums.unrealengine.com/t/low-quialiy-shadows-and-flickering-on-moving-character/2673960)

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**Author:** [@ilailevavi](https://forums.unrealengine.com/u/ilailevavi)\
**Replies:** 0\
**Last updated:** [November 11, 2025, 9:48pm UTC](https://forums.unrealengine.com/t/low-quialiy-shadows-and-flickering-on-moving-character/2673960 "2025-11-11T21:48:31Z")

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hello i have a problem with my skeletal mesh shadows is really low quality and flickering. help please..

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## [Material CustomData0 parameter is being clamped to 1](https://forums.unrealengine.com/t/material-customdata0-parameter-is-being-clamped-to-1/215421)

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**Author:** [@stororokw](https://forums.unrealengine.com/u/stororokw)\
**Replies:** 1\
**Last updated:** [November 11, 2025, 2:06pm UTC](https://forums.unrealengine.com/t/material-customdata0-parameter-is-being-clamped-to-1/215421 "2025-11-11T14:06:57Z")

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I am trying to add a custom shading model which requires data to be sent from the material pins to the shading code defined in “Engine\\Shaders\\Private\\ShadingModels.ush” and I am trying to use the CustomData0 input pin t…

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## [DLSS is re-created when blending between cameras with different Aspect Ratios (ConstraintAspectRatio) ](https://forums.unrealengine.com/t/dlss-is-re-created-when-blending-between-cameras-with-different-aspect-ratios-constraintaspectratio/2684014)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [November 11, 2025, 10:06am UTC](https://forums.unrealengine.com/t/dlss-is-re-created-when-blending-between-cameras-with-different-aspect-ratios-constraintaspectratio/2684014 "2025-11-11T10:06:40Z")

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Hello, We’ve encountered a performance issue when blending between a cutscene camera and a gameplay camera. Context: Our cutscene cameras use ConstraintAspectRatio = 16:9 The gameplay camera, however, has no aspect r…

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