# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=75

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**Page:** 76

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## [How to fix bad VDB/Niagara quality when rendering with Path Tracing? ](https://forums.unrealengine.com/t/how-to-fix-bad-vdb-niagara-quality-when-rendering-with-path-tracing/2671727)

<div class="topic-metadata">

**Author:** [@Kinto9](https://forums.unrealengine.com/u/Kinto9)\
**Replies:** 4\
**Last updated:** [November 5, 2025, 4:02pm UTC](https://forums.unrealengine.com/t/how-to-fix-bad-vdb-niagara-quality-when-rendering-with-path-tracing/2671727 "2025-11-05T16:02:07Z")

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Hey, I ran into an issue with VDB/Niagara in Path Tracing. When I render FXs with Path Tracing they suddenly become extremely low-res / blocky and much more transparent / less saturated compared to Lumen. Everything else…

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## [关于Nanite优化 ](https://forums.unrealengine.com/t/nanite/2682275)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 5, 2025, 10:06am UTC](https://forums.unrealengine.com/t/nanite/2682275 "2025-11-05T10:06:03Z")

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启用r.Nanite.UseSceneInstanceHierarchy后会在Nanite的GPU pipeline中增加一个HierarchyCellCull Pass，这个Pass会 提前做一些Instance的裁剪工作，目的是减少后续InstanceCull Pass需要裁剪Instance的数量。 我想知道这个HierarchyCellCull具体是怎么工作的，在哪些情况下HierarchyCellCull 才会起作用。这样…

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## [关于Lumen性能问题 ](https://forums.unrealengine.com/t/lumen/2682276)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 5, 2025, 9:37am UTC](https://forums.unrealengine.com/t/lumen/2682276 "2025-11-05T09:37:28Z")

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在游戏GPU的状态列表（stat GPU）中看到LumenSceneUpdate消耗非常的高，使用命令：r.LumenScene.GlobalSDF.ClipmapExtent将数值从2500降低到500后LumenSceneUpdate的消耗会明显的减少。我们正在开发的游戏使开放世界的游戏（有TOD功能），但是游戏场景里面几乎没用可移动的物体或角色，大部分是地形，植被，草（他们有WPO）。看起来这个Pass在角色没移动时不应该持续占用…

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## [PSO创建时间过长 ](https://forums.unrealengine.com/t/pso/2682265)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [November 5, 2025, 8:13am UTC](https://forums.unrealengine.com/t/pso/2682265 "2025-11-05T08:13:58Z")

</div>

为什么PC包里PSO创建时间会这么久？这样导致依赖他的cmdlist一直在crash scope里，最终超过数量crash \[Image Removed\]

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## [Possible to mip bias specific streamed virtual textures? ](https://forums.unrealengine.com/t/possible-to-mip-bias-specific-streamed-virtual-textures/2681927)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 8\
**Last updated:** [November 5, 2025, 8:04am UTC](https://forums.unrealengine.com/t/possible-to-mip-bias-specific-streamed-virtual-textures/2681927 "2025-11-05T08:04:35Z")

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Hi! We have a case where we would like to set a lower limit to specific streamed virtual textures. Either by controlling LODBias or MinLODSize or anything really. The textures are used for opacity and we never want to…

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## [Twist Shader Post Process Material](https://forums.unrealengine.com/t/twist-shader-post-process-material/2671771)

<div class="topic-metadata">

**Author:** [@necdetmert58](https://forums.unrealengine.com/u/necdetmert58)\
**Replies:** 1\
**Last updated:** [November 5, 2025, 8:03am UTC](https://forums.unrealengine.com/t/twist-shader-post-process-material/2671771 "2025-11-05T08:03:50Z")

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Hello. I need to create the effect shown in this video for the game project I’ve been working on and developing for some time. I think the example in the video was done with a post-process material. I’ve tried a few thi…

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## [Add mesh baker node to TextureGraph ](https://forums.unrealengine.com/t/add-mesh-baker-node-to-texturegraph/2681964)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [November 5, 2025, 12:32am UTC](https://forums.unrealengine.com/t/add-mesh-baker-node-to-texturegraph/2681964 "2025-11-05T00:32:33Z")

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Feature: Add a mesh baker node to TextureGraph that takes: 1. A static mesh asset 2. Transform related params like offset, scale, rotation, randomness and duplication 3. A post-process material asset and related sett…

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## [GPULightmass Crashing due to Invalid Geometry?](https://forums.unrealengine.com/t/gpulightmass-crashing-due-to-invalid-geometry/1879896)

<div class="topic-metadata">

**Author:** [@Shinjuku007](https://forums.unrealengine.com/u/Shinjuku007)\
**Replies:** 15\
**Last updated:** [November 4, 2025, 10:44pm UTC](https://forums.unrealengine.com/t/gpulightmass-crashing-due-to-invalid-geometry/1879896 "2025-11-04T22:44:11Z")

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Hi Everyone, I’m currently trying to build Lighting with GPULightmass. I’ve built lighting before without an issue but just recently however I have been trying to build on levels and I get an error I have listed below wi…

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## [Visual line artefacts appearing in packaged builds on Landscape modified by splines on Unreal 5.6 ](https://forums.unrealengine.com/t/visual-line-artefacts-appearing-in-packaged-builds-on-landscape-modified-by-splines-on-unreal-5-6/2681953)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [November 4, 2025, 3:37pm UTC](https://forums.unrealengine.com/t/visual-line-artefacts-appearing-in-packaged-builds-on-landscape-modified-by-splines-on-unreal-5-6/2681953 "2025-11-04T15:37:30Z")

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Hi, In 5.6, we noticed that lines started to appear on Landspace that was modified with Splines. I’ve attached screenshots from the repro project where the issue can be observed on the ramp. We’ve tried to rebuild the …

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## [hair cards with path tracing ](https://forums.unrealengine.com/t/hair-cards-with-path-tracing/2671629)

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**Author:** [@liza\_she](https://forums.unrealengine.com/u/liza_she)\
**Replies:** 0\
**Last updated:** [November 4, 2025, 2:03pm UTC](https://forums.unrealengine.com/t/hair-cards-with-path-tracing/2671629 "2025-11-04T14:03:36Z")

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Hello! I’m rendering hair cards with path tracing, but they’re appearing strange — those triangles show up for some reason. I already smoothed the cards before exporting, so the problem obviously isn’t with that. Is the…

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## [Pixel Depth Offset and Contact Shadows ](https://forums.unrealengine.com/t/pixel-depth-offset-and-contact-shadows/2682272)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [November 5, 2025, 10:02pm UTC](https://forums.unrealengine.com/t/pixel-depth-offset-and-contact-shadows/2682272 "2025-11-05T22:02:26Z")

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Hi I have been looking into contact shadows https://dev.epicgames.com/documentation/en\\-us/unreal\\-engine/contact\\-shadows\\-in\\-unreal\\-engine It has a section talking about using Pixel Depth Offset so then the contac…

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## [Niagara Smoke sometimes flickers ](https://forums.unrealengine.com/t/niagara-smoke-sometimes-flickers/2681493)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [November 4, 2025, 4:28am UTC](https://forums.unrealengine.com/t/niagara-smoke-sometimes-flickers/2681493 "2025-11-04T04:28:38Z")

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It only happens occasionally so it’s hard for me to reproduce, so I can only generally ask what the reason for something like this could be. My Niagara Smoke Pillars are sometimes flickering heavily, all at the same tim…

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## [Ambient occlusion issue for D-Buffer decal.](https://forums.unrealengine.com/t/ambient-occlusion-issue-for-d-buffer-decal/2121008)

<div class="topic-metadata">

**Author:** [@CHN](https://forums.unrealengine.com/u/CHN)\
**Replies:** 2\
**Last updated:** [November 4, 2025, 4:04am UTC](https://forums.unrealengine.com/t/ambient-occlusion-issue-for-d-buffer-decal/2121008 "2025-11-04T04:04:03Z")

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My base materials have ambient occlusion map. If I add a mesh decal on it, there is a trace underneath (Ao map). How can I turn off this ao view for the mesh decal? Thanks.

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## [Stat GPU数据跟Stat Unit GPU Time数据差异 ](https://forums.unrealengine.com/t/stat-gpu-stat-unit-gpu-time/2681506)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [November 4, 2025, 3:06am UTC](https://forums.unrealengine.com/t/stat-gpu-stat-unit-gpu-time/2681506 "2025-11-04T03:06:05Z")

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我们发现在UE5.6使用了新的GPU Profiler之后，虽然stat gpu里的unknow数据项消失了，但是总时间跟stat unit里的gpu时间任然对不上。当然我们也尝试关闭rdg async compute后，发现数据接近了。所以是否可以认为两项数据的差异实际跟async compute的并行情况有关系。stat unit里的gpu比较真实的反应了实际的GPU总时间。 另外新的GPU Profiler里比如postproc…

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## [Render thread and "draw" measuring ](https://forums.unrealengine.com/t/render-thread-and-draw-measuring/2681516)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 3, 2025, 10:05pm UTC](https://forums.unrealengine.com/t/render-thread-and-draw-measuring/2681516 "2025-11-03T22:05:19Z")

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We noticed that in some scenarios “stat unit” and it’s “Draw” field doesn’t show correct results (e.g. “0.2ms” instead of “8ms”). Looking into the code it seems that when there is more than 1 item in WindowElementLists d…

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## [Megalights shadow artifacts](https://forums.unrealengine.com/t/megalights-shadow-artifacts/2663544)

<div class="topic-metadata">

**Author:** [@tameseat915](https://forums.unrealengine.com/u/tameseat915)\
**Replies:** 2\
**Last updated:** [November 3, 2025, 9:45pm UTC](https://forums.unrealengine.com/t/megalights-shadow-artifacts/2663544 "2025-11-03T21:45:22Z")

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Hi everyone! I have a problem using Megalights. There are strange shadow artifacts casting from an object with unchecked “Cast Shadow” checkbox. This strange ‘Shadow’ is very uneven and it changes it’s form when I’m …

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## [UE5.4 rendering a large Paper2D sprite slows down game](https://forums.unrealengine.com/t/ue5-4-rendering-a-large-paper2d-sprite-slows-down-game/2671102)

<div class="topic-metadata">

**Author:** [@Manjinder70](https://forums.unrealengine.com/u/Manjinder70)\
**Replies:** 2\
**Last updated:** [November 3, 2025, 8:41pm UTC](https://forums.unrealengine.com/t/ue5-4-rendering-a-large-paper2d-sprite-slows-down-game/2671102 "2025-11-03T20:41:45Z")

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I have my 1920x1080 game using Paper2D running at 120 FPS (shipping build), but after around 5 mins or so it slows down to around 90-105 FPS and never recovers If I restart the game, then it again starts at 120 FPS, bef…

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## [Version 5.4.2, Lightmass building fails on Linux (signal 6 because of assertion failure)](https://forums.unrealengine.com/t/version-5-4-2-lightmass-building-fails-on-linux-signal-6-because-of-assertion-failure/1937060)

<div class="topic-metadata">

**Author:** [@the\_arrow](https://forums.unrealengine.com/u/the_arrow)\
**Replies:** 4\
**Last updated:** [November 3, 2025, 6:28pm UTC](https://forums.unrealengine.com/t/version-5-4-2-lightmass-building-fails-on-linux-signal-6-because-of-assertion-failure/1937060 "2025-11-03T18:28:14Z")

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I’m following an online course and it told me to install a free asset pack from the marketplace (Modular Building Set). I used Lutris do run the Epic Games Store application, and added the asset to a Windows 5.4.2 insta…

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## [Wrong materials and geometry on LODs ](https://forums.unrealengine.com/t/wrong-materials-and-geometry-on-lods/2682581)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 17\
**Last updated:** [November 6, 2025, 5:17pm UTC](https://forums.unrealengine.com/t/wrong-materials-and-geometry-on-lods/2682581 "2025-11-06T17:17:09Z")

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We are have a nanite enabled project that has to run on a non nanite platform. We used the trick described in the docs to have a custom nanite fallback mesh (so we have an imported LOD 1, Minimum Lod = 1, Percent Triang…

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## [MUTABLE : Virtual Texture with extendent mesh node ](https://forums.unrealengine.com/t/mutable-virtual-texture-with-extendent-mesh-node/2681492)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 3, 2025, 11:25am UTC](https://forums.unrealengine.com/t/mutable-virtual-texture-with-extendent-mesh-node/2681492 "2025-11-03T11:25:05Z")

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Hello, I was wondering if it was possible and if it was planned to have the texture created with the node “extended mesh” generate a Virtual Texture? Right now, even if we feed Virtual Texture to the “extended mesh” nod…

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## [Is there any time schedule for "Nanite Foliage & Skinning"? ](https://forums.unrealengine.com/t/is-there-any-time-schedule-for-nanite-foliage-skinning/2681517)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 3, 2025, 9:39am UTC](https://forums.unrealengine.com/t/is-there-any-time-schedule-for-nanite-foliage-skinning/2681517 "2025-11-03T09:39:06Z")

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Is there any time schedule for “Nanite Foliage & Skinning”? When will it out of experimental?

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## [GPU Hang in StableSpringsSystem ](https://forums.unrealengine.com/t/gpu-hang-in-stablespringssystem/2681497)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 3, 2025, 9:02am UTC](https://forums.unrealengine.com/t/gpu-hang-in-stablespringssystem/2681497 "2025-11-03T09:02:35Z")

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We have been consistently experiencing GPU hangs in StableSpringsSystem (we know this is it due to the Aftermath hash in the crash matching up with when it is compiled.) I was able to reproduce a similar looking hang tha…

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## [Gaussian Splatting Support Out-Of-The-Box ](https://forums.unrealengine.com/t/gaussian-splatting-support-out-of-the-box/2677693)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 3, 2025, 8:23am UTC](https://forums.unrealengine.com/t/gaussian-splatting-support-out-of-the-box/2677693 "2025-11-03T08:23:22Z")

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Hi Unreal Team, Are there plans to support Gaussian Splatting in the future? At the moment, there are only third party plugins available which base their technology on Niagara Particles and this approach can be a bit l…

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## [SetGamePaused / APlayerController::SetPause() causes MotionBlur-like artifacts on Objects animated with WorldPostionOffset even if motion blur is disabled ](https://forums.unrealengine.com/t/setgamepaused-aplayercontroller-setpause-causes-motionblur-like-artifacts-on-objects-animated-with-worldpostionoffset-even-if-motion-blur-is-disabled/2681490)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [November 3, 2025, 4:10pm UTC](https://forums.unrealengine.com/t/setgamepaused-aplayercontroller-setpause-causes-motionblur-like-artifacts-on-objects-animated-with-worldpostionoffset-even-if-motion-blur-is-disabled/2681490 "2025-11-03T16:10:35Z")

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We have found that during a game pause objects that are animated with WPO cause motionblur-like artifacts if they are mid motion the moment the game is paused. This happens even when the motion blur pass is disabled by …

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## [How to put holes in meshes at runtime](https://forums.unrealengine.com/t/how-to-put-holes-in-meshes-at-runtime/2670608)

<div class="topic-metadata">

**Author:** [@Callideus](https://forums.unrealengine.com/u/Callideus)\
**Replies:** 3\
**Last updated:** [November 3, 2025, 4:54am UTC](https://forums.unrealengine.com/t/how-to-put-holes-in-meshes-at-runtime/2670608 "2025-11-03T04:54:05Z")

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I want to be able to put holes in a static mesh at runtime. I am able to do this with a spheremask in the mesh material passed into the opacity mask, but I want to be able to add any number of holes to a mesh during play…

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## [How to get AO in path tracing ?](https://forums.unrealengine.com/t/how-to-get-ao-in-path-tracing/2430115)

<div class="topic-metadata">

**Author:** [@Psykkopatte](https://forums.unrealengine.com/u/Psykkopatte)\
**Replies:** 5\
**Last updated:** [November 3, 2025, 3:38am UTC](https://forums.unrealengine.com/t/how-to-get-ao-in-path-tracing/2430115 "2025-11-03T03:38:29Z")

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How can I simulation AO in path tracing ? It seems to be working with lumen but no dark shadows are appearing in objects colliding each others, how can I make a material on my landscape mesh that captures all objects in…

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## [Tips: Custom Primitive Data and Per Instance Custom Data.](https://forums.unrealengine.com/t/tips-custom-primitive-data-and-per-instance-custom-data/1212364)

<div class="topic-metadata">

**Author:** [@Kettenotter](https://forums.unrealengine.com/u/Kettenotter)\
**Replies:** 8\
**Last updated:** [November 3, 2025, 2:08am UTC](https://forums.unrealengine.com/t/tips-custom-primitive-data-and-per-instance-custom-data/1212364 "2025-11-03T02:08:28Z")

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They might sound similar but are actually two different things. You can both use them to reduce draw calls and still provide per instance material control on meshes. Per primitive data is available on all primitives and…

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## [How to disable casting CSM shadows for specific meshes?](https://forums.unrealengine.com/t/how-to-disable-casting-csm-shadows-for-specific-meshes/2670954)

<div class="topic-metadata">

**Author:** [@Efim\_Nabokih](https://forums.unrealengine.com/u/Efim_Nabokih)\
**Replies:** 1\
**Last updated:** [November 2, 2025, 4:16pm UTC](https://forums.unrealengine.com/t/how-to-disable-casting-csm-shadows-for-specific-meshes/2670954 "2025-11-02T16:16:12Z")

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Hi, I want to use CSM shadows only for foliage and skeletal meshes and DF Shadows for other geometry in my game, but UE 4.27 not have option for disabling CSM casting from mesh in PC mode, only for mobile. I really don’t…

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## [Cel Shading Help: I'm at the end of my wits](https://forums.unrealengine.com/t/cel-shading-help-im-at-the-end-of-my-wits/230445)

<div class="topic-metadata">

**Author:** [@RobertoCosta\_Dev](https://forums.unrealengine.com/u/RobertoCosta_Dev)\
**Replies:** 4\
**Last updated:** [November 2, 2025, 5:45am UTC](https://forums.unrealengine.com/t/cel-shading-help-im-at-the-end-of-my-wits/230445 "2025-11-02T05:45:04Z")

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I’ve finally caved and come to the forums for help. As things stand I’ve been having this problem for 3 months now and have simply been unable to solve it. At time of writing I’ve tried half a dozen methods from t…

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## [Why is the horizontal offset of my texture 3x that of the vertical offset?](https://forums.unrealengine.com/t/why-is-the-horizontal-offset-of-my-texture-3x-that-of-the-vertical-offset/2670879)

<div class="topic-metadata">

**Author:** [@HybridPosts](https://forums.unrealengine.com/u/HybridPosts)\
**Replies:** 0\
**Last updated:** [November 2, 2025, 2:36am UTC](https://forums.unrealengine.com/t/why-is-the-horizontal-offset-of-my-texture-3x-that-of-the-vertical-offset/2670879 "2025-11-02T02:36:51Z")

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This might be a bit of an odd question, but I wrote some post processing code to offset a texture (In my case for dithering) to always align with the world. I did this by getting the camera’s vector and getting it’s Lat/…

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