# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=74

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**Page:** 75

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## [Dynamic Lights and Lumen - Stealth Game Dev Question](https://forums.unrealengine.com/t/dynamic-lights-and-lumen-stealth-game-dev-question/2672652)

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**Author:** [@MrCrowpsey](https://forums.unrealengine.com/u/MrCrowpsey)\
**Replies:** 2\
**Last updated:** [November 7, 2025, 2:50pm UTC](https://forums.unrealengine.com/t/dynamic-lights-and-lumen-stealth-game-dev-question/2672652 "2025-11-07T14:50:53Z")

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I’m in the super early research/ pre planing stages of development on a stealth game. Trying to button down my tech and scope. I will need responsive dynamic lights and shadows, moving lights, being able to turn lights o…

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## [UE5 - VirtualTextureAllocator crash when building lighting with GPULightmass](https://forums.unrealengine.com/t/ue5-virtualtextureallocator-crash-when-building-lighting-with-gpulightmass/528258)

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**Author:** [@Ozykz](https://forums.unrealengine.com/u/Ozykz)\
**Replies:** 7\
**Last updated:** [November 7, 2025, 12:51pm UTC](https://forums.unrealengine.com/t/ue5-virtualtextureallocator-crash-when-building-lighting-with-gpulightmass/528258 "2025-11-07T12:51:14Z")

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I am getting the following error in UE5 when trying to build lighting: Ensure condition failed: Index \<= 0x8000 \[File:D:\\build++UE5\\Sync\\Engine\\Source\\Runtime\\Renderer\\Private\\VT\\VirtualTextureAllocator.cpp\] \[Line: 113\] …

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## [GroomComponent Cards & Lumen SurfaceCache ](https://forums.unrealengine.com/t/groomcomponent-cards-lumen-surfacecache/2685628)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [November 17, 2025, 9:28am UTC](https://forums.unrealengine.com/t/groomcomponent-cards-lumen-surfacecache/2685628 "2025-11-17T09:28:59Z")

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Hello, We have noticed that when using the GroomComponent and set the hair mode to Cards, the surface cache is yellow (invalid). The corresponding hair Card mesh that we use, when dragged in the Editor on its own, has c…

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## [Error in the display screen of the VR mobile SSR](https://forums.unrealengine.com/t/error-in-the-display-screen-of-the-vr-mobile-ssr/2671823)

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**Author:** [@A\_goni](https://forums.unrealengine.com/u/A_goni)\
**Replies:** 2\
**Last updated:** [November 7, 2025, 9:51am UTC](https://forums.unrealengine.com/t/error-in-the-display-screen-of-the-vr-mobile-ssr/2671823 "2025-11-07T09:51:18Z")

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There is no reflection at the center of the sphere, but there is it around. Use UE5.5 ForwardRending,Mobile VR

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## [Exponential Height Fog limitations ](https://forums.unrealengine.com/t/exponential-height-fog-limitations/2682599)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 7, 2025, 1:50am UTC](https://forums.unrealengine.com/t/exponential-height-fog-limitations/2682599 "2025-11-07T01:50:28Z")

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Hello there, In our project we work with real-life scale terrain/databases and the Geo referencing plugin. We need to implement a global fog solution to bring more realism but we are facing a wall. For the reproduction…

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## [Morph targets disabled in lower scalability settings](https://forums.unrealengine.com/t/morph-targets-disabled-in-lower-scalability-settings/486484)

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**Author:** [@cryi](https://forums.unrealengine.com/u/cryi)\
**Replies:** 1\
**Last updated:** [November 6, 2025, 10:42pm UTC](https://forums.unrealengine.com/t/morph-targets-disabled-in-lower-scalability-settings/486484 "2025-11-06T22:42:00Z")

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Hello everyone, I would like some help with my project. When testing the various scalability settings I noticed that my character morph appeared to be disabled from scalability below medium, furthermore, character textur…

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## [Using (external) HLSL in UE5](https://forums.unrealengine.com/t/using-external-hlsl-in-ue5/2099056)

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**Author:** [@Kay\_2023](https://forums.unrealengine.com/u/Kay_2023)\
**Replies:** 2\
**Last updated:** [November 6, 2025, 9:09pm UTC](https://forums.unrealengine.com/t/using-external-hlsl-in-ue5/2099056 "2025-11-06T21:09:45Z")

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As a UE5 newbie with some graphics programming experience, I scarcely found resources on how to use external HLSL shaders in the engine as you would in other engines like Unity. For this reason I spent the past two mont…

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## [Play game in viewport and as standalone have wildly different lighting](https://forums.unrealengine.com/t/play-game-in-viewport-and-as-standalone-have-wildly-different-lighting/2672067)

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**Author:** [@idks9](https://forums.unrealengine.com/u/idks9)\
**Replies:** 2\
**Last updated:** [November 6, 2025, 8:35pm UTC](https://forums.unrealengine.com/t/play-game-in-viewport-and-as-standalone-have-wildly-different-lighting/2672067 "2025-11-06T20:35:19Z")

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Hi. I’m developing a game for a project, but ran into a wall and have been quite lost for the past days. When I play in viewport, my game looks fine, the lighting is exactly what I need it to be, but when i play in stand…

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## [Substrate Performance concerns & Questions ](https://forums.unrealengine.com/t/substrate-performance-concerns-questions/2683717)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [November 10, 2025, 7:11am UTC](https://forums.unrealengine.com/t/substrate-performance-concerns-questions/2683717 "2025-11-10T07:11:19Z")

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Hey we are starting a new game and see substrate will be on by default soon. (By 5.7) What is your expectation for using this for games? Do you use it for Fortnite? If not, is there a plan to use it for Fornite? Are t…

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## [Single frame of black reflections on the first frame after using "SetViewTargetWithBlend()"](https://forums.unrealengine.com/t/single-frame-of-black-reflections-on-the-first-frame-after-using-setviewtargetwithblend/2671813)

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**Author:** [@Estrange](https://forums.unrealengine.com/u/Estrange)\
**Replies:** 1\
**Last updated:** [November 6, 2025, 5:57pm UTC](https://forums.unrealengine.com/t/single-frame-of-black-reflections-on-the-first-frame-after-using-setviewtargetwithblend/2671813 "2025-11-06T17:57:41Z")

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Pay attention to the outer edge of the big chrome sphere: This is all I am doing: Can anyone else reproduce this?

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## [Movie Render Queue UV Pass ](https://forums.unrealengine.com/t/movie-render-queue-uv-pass/2672337)

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**Author:** [@NodirGanievCGI](https://forums.unrealengine.com/u/NodirGanievCGI)\
**Replies:** 1\
**Last updated:** [November 6, 2025, 4:32pm UTC](https://forums.unrealengine.com/t/movie-render-queue-uv-pass/2672337 "2025-11-06T16:32:21Z")

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I need a UV pass, how can I export it in Unreal? Please help.

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## [Problem with world normal](https://forums.unrealengine.com/t/problem-with-world-normal/158425)

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**Author:** [@Whammy](https://forums.unrealengine.com/u/Whammy)\
**Replies:** 7\
**Last updated:** [November 6, 2025, 4:02pm UTC](https://forums.unrealengine.com/t/problem-with-world-normal/158425 "2025-11-06T16:02:58Z")

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This is driving me nuts. I have two panels which are part of a modular wall. The panels are identical except that one has a doorway cut out of it. They both use the same texture and have identical UV maps. But the world …

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## [How to toggle between DX10, DX11, DX12 and via Blueprint?](https://forums.unrealengine.com/t/how-to-toggle-between-dx10-dx11-dx12-and-via-blueprint/408364)

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**Author:** [@charles\_interface](https://forums.unrealengine.com/u/charles_interface)\
**Replies:** 17\
**Last updated:** [November 6, 2025, 4:01pm UTC](https://forums.unrealengine.com/t/how-to-toggle-between-dx10-dx11-dx12-and-via-blueprint/408364 "2025-11-06T16:01:49Z")

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Hey guys, any idea how to toggle between Dx11, DX12 and DX10, and maybe ? via Blueprint

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## [How to synchronize CUDA with shared resource in RDG?](https://forums.unrealengine.com/t/how-to-synchronize-cuda-with-shared-resource-in-rdg/2090309)

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**Author:** [@KouekKou](https://forums.unrealengine.com/u/KouekKou)\
**Replies:** 1\
**Last updated:** [November 6, 2025, 4:00pm UTC](https://forums.unrealengine.com/t/how-to-synchronize-cuda-with-shared-resource-in-rdg/2090309 "2025-11-06T16:00:04Z")

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Hello everyone. I am developing a volumetric visualization library which involves various GP-GPU operations. The GP-GPU operations including parallel scanning/reduction, parallel sorting are not well implemented in UE ye…

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## [Emissive properties not seen once packaged for standalone Quest3](https://forums.unrealengine.com/t/emissive-properties-not-seen-once-packaged-for-standalone-quest3/1947794)

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**Author:** [@Krust76y](https://forums.unrealengine.com/u/Krust76y)\
**Replies:** 4\
**Last updated:** [November 6, 2025, 2:52pm UTC](https://forums.unrealengine.com/t/emissive-properties-not-seen-once-packaged-for-standalone-quest3/1947794 "2025-11-06T14:52:44Z")

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Hi there, can anyone help me with emissive colours onto the quest using Unreal 5.3 If I play it through the PC it works fine but once pacakged and sent to android/Quest 3 all the emissive properties have gone leaving ve…

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## [Light (In Vaulted Halls Entombed)](https://forums.unrealengine.com/t/light-in-vaulted-halls-entombed/2671389)

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**Author:** [@Freexel](https://forums.unrealengine.com/u/Freexel)\
**Replies:** 2\
**Last updated:** [November 6, 2025, 1:58pm UTC](https://forums.unrealengine.com/t/light-in-vaulted-halls-entombed/2671389 "2025-11-06T13:58:30Z")

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I recently graduated from a small cinematics artist program on the unreal engine. I’m currently trying to finish my relatively large project. And I took your work from “In Vaulted Halls Entombed” as a reference for my la…

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## [Niagara data channels island sleeping is bugged ](https://forums.unrealengine.com/t/niagara-data-channels-island-sleeping-is-bugged/2682587)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 6, 2025, 12:51pm UTC](https://forums.unrealengine.com/t/niagara-data-channels-island-sleeping-is-bugged/2682587 "2025-11-06T12:51:46Z")

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Hello, We have big scene with many NDCs. The problem is once the NDC island is not visible and put to sleep, it never wakes up (unless I toggle the debug draw settings). I failed to replicate the issue on simple scene,…

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## [path tracer render problem](https://forums.unrealengine.com/t/path-tracer-render-problem/2664747)

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**Author:** [@SliDubai](https://forums.unrealengine.com/u/SliDubai)\
**Replies:** 4\
**Last updated:** [November 6, 2025, 11:37am UTC](https://forums.unrealengine.com/t/path-tracer-render-problem/2664747 "2025-11-06T11:37:26Z")

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what am i doing wrong ? this noise is not there in viewport

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## [Shader compilation error with landscape patches on MacOS Sonoma 14.3.1, UE 5.4.4](https://forums.unrealengine.com/t/shader-compilation-error-with-landscape-patches-on-macos-sonoma-14-3-1-ue-5-4-4/2103394)

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**Author:** [@nevernotnicole](https://forums.unrealengine.com/u/nevernotnicole)\
**Replies:** 1\
**Last updated:** [November 6, 2025, 9:24am UTC](https://forums.unrealengine.com/t/shader-compilation-error-with-landscape-patches-on-macos-sonoma-14-3-1-ue-5-4-4/2103394 "2025-11-06T09:24:05Z")

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Hello. I recently encountered some editor crashes when trying to open a level. It took a while to figure out what the issue was, I assumed that some of my materials or something from the marketplace was somehow incompat…

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## [It seems that the VertexNormalWS node has an issue when representing the normal](https://forums.unrealengine.com/t/it-seems-that-the-vertexnormalws-node-has-an-issue-when-representing-the-normal/2672232)

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**Author:** [@iZerat](https://forums.unrealengine.com/u/iZerat)\
**Replies:** 0\
**Last updated:** [November 6, 2025, 9:15am UTC](https://forums.unrealengine.com/t/it-seems-that-the-vertexnormalws-node-has-an-issue-when-representing-the-normal/2672232 "2025-11-06T09:15:08Z")

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Hi, Because I was making the Unreal for cartoon rendering, I needed to smooth out the normal direction of the characters’ hair. I used the NormalEdit modifier in blender to smooth out the normal direction. . Everyth…

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## [Grass Size parameter is not changing in path tracer mode](https://forums.unrealengine.com/t/grass-size-parameter-is-not-changing-in-path-tracer-mode/1830905)

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**Author:** [@Th3R3nd3r3r](https://forums.unrealengine.com/u/Th3R3nd3r3r)\
**Replies:** 4\
**Last updated:** [November 6, 2025, 9:13am UTC](https://forums.unrealengine.com/t/grass-size-parameter-is-not-changing-in-path-tracer-mode/1830905 "2025-11-06T09:13:02Z")

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I noticed that the grass size parameter with vegetation paint does not do anything anymore in path tracer mode. Changing the size in NON Path tracer mode DOES work properly however. Is this a known issue? (See attached i…

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## [The first and last frames of the rendering image have inconsistent lighting and shadows.](https://forums.unrealengine.com/t/the-first-and-last-frames-of-the-rendering-image-have-inconsistent-lighting-and-shadows/2672204)

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**Author:** [@Jonson\_0728](https://forums.unrealengine.com/u/Jonson_0728)\
**Replies:** 1\
**Last updated:** [November 6, 2025, 6:44am UTC](https://forums.unrealengine.com/t/the-first-and-last-frames-of-the-rendering-image-have-inconsistent-lighting-and-shadows/2672204 "2025-11-06T06:44:30Z")

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I have a looping animation; when I render with 5.3,The first and last frames of the rendering image have inconsistent lighting and shadows. I switched all the exposure settings and it still had this issue, only when I r…

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## [VSM Nanite  Shadow terminator issue ](https://forums.unrealengine.com/t/vsm-nanite-shadow-terminator-issue/2682592)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [November 6, 2025, 5:04am UTC](https://forums.unrealengine.com/t/vsm-nanite-shadow-terminator-issue/2682592 "2025-11-06T05:04:19Z")

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类似光滑圆柱 模型在nanite和VSM开启情况下 会出现各种Shadow terminator , SMRT会加剧错误效果. 下图效果是光源 角度 1和软角 0 尝试过调整r.Shadow.ShadowMaxSlopeScaleDepthBias ,直接光 slope bias 没什么改善,整体提高VSM Normal bias有改善,但在某些视角下依然存在问题. 尝试过不同面数的几何的nanite效果.附件下图有示例结果

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## [Converting RT (Lumen) to baked in a static environment](https://forums.unrealengine.com/t/converting-rt-lumen-to-baked-in-a-static-environment/2672058)

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**Author:** [@PSS\_0](https://forums.unrealengine.com/u/PSS_0)\
**Replies:** 3\
**Last updated:** [November 6, 2025, 3:23am UTC](https://forums.unrealengine.com/t/converting-rt-lumen-to-baked-in-a-static-environment/2672058 "2025-11-06T03:23:56Z")

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I am trying to make a atmospheric horror game. I want to use Lumen to make the lighting feel good and realistic, however the performance overhead is not worth it for my project. Is there any tool out there that can bake …

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## [PSO precaching serialized due to NV driver lock ](https://forums.unrealengine.com/t/pso-precaching-serialized-due-to-nv-driver-lock/2682256)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [November 6, 2025, 1:30am UTC](https://forums.unrealengine.com/t/pso-precaching-serialized-due-to-nv-driver-lock/2682256 "2025-11-06T01:30:07Z")

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Hi! I’ve been experimenting with PSO precaching and have been trying to precache as much as possible during loading screen. In the process of doing so I’ve noticed that the PSOPrecompilePool jobs (there are many of tho…

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## [Render brightness flickering](https://forums.unrealengine.com/t/render-brightness-flickering/2386457)

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**Author:** [@raptoreagle](https://forums.unrealengine.com/u/raptoreagle)\
**Replies:** 13\
**Last updated:** [November 6, 2025, 1:25am UTC](https://forums.unrealengine.com/t/render-brightness-flickering/2386457 "2025-11-06T01:25:17Z")

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I’m getting this error in my render. the brightness changes randomly. I think it has something to do with AA, but I don’t know exactly what. In the low-quality preview, the AA samples show a full black screen. I d…

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## [Avoiding halo artifact around characters when using TSR or TAA along with Depth of Field on CineCamera ](https://forums.unrealengine.com/t/avoiding-halo-artifact-around-characters-when-using-tsr-or-taa-along-with-depth-of-field-on-cinecamera/2682277)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [November 5, 2025, 11:09pm UTC](https://forums.unrealengine.com/t/avoiding-halo-artifact-around-characters-when-using-tsr-or-taa-along-with-depth-of-field-on-cinecamera/2682277 "2025-11-05T23:09:08Z")

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Hello, We were wondering if there were any guidelines to reduce the DOF bleeding effect when using TSR or TAA as antialiasing method. This artifact is particularly visible on moving cameras, used for in game cinematics…

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## [Electric Dreams & UE newbie : Change lighing/weather  ](https://forums.unrealengine.com/t/electric-dreams-ue-newbie-change-lighing-weather/2669389)

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**Author:** [@Hueyman17](https://forums.unrealengine.com/u/Hueyman17)\
**Replies:** 7\
**Last updated:** [November 5, 2025, 10:20pm UTC](https://forums.unrealengine.com/t/electric-dreams-ue-newbie-change-lighing-weather/2669389 "2025-11-05T22:20:43Z")

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Hello everyone I’m new to UE, watched tutorials all past days. Been using Blender for 15 years and am looking to use UE with Electric Dreams awesome work, to create a scenario to make a high resolution image. I’m heli…

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## [Nanite Tessellation discontinuity along UV seams ](https://forums.unrealengine.com/t/nanite-tessellation-discontinuity-along-uv-seams/2682261)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [November 5, 2025, 9:59pm UTC](https://forums.unrealengine.com/t/nanite-tessellation-discontinuity-along-uv-seams/2682261 "2025-11-05T21:59:25Z")

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Nanite Tessellation causes discontinuities along UV seams, resulting in visible cracks in the tessellated mesh. This happens only when using (Dynamic) Nanite Tessellation and doesn’t happen in Nanite Static Displacement …

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## [UE5.5 Ivalid data in Nanite ClasterPageData](https://forums.unrealengine.com/t/ue5-5-ivalid-data-in-nanite-clasterpagedata/2672071)

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**Author:** [@OleksMFG](https://forums.unrealengine.com/u/OleksMFG)\
**Replies:** 0\
**Last updated:** [November 5, 2025, 6:22pm UTC](https://forums.unrealengine.com/t/ue5-5-ivalid-data-in-nanite-clasterpagedata/2672071 "2025-11-05T18:22:59Z")

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Post has moved to Epic Pro Support https://epicprosupport.epicgames.com/s/question/0D5QP00001eIgFD0A0/ue554-ivalid-data-in-nanite-clasterpagedata

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