# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=76

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**Page:** 77

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## [Clipping Object at Certain Locations in the Scene - Animation ](https://forums.unrealengine.com/t/clipping-object-at-certain-locations-in-the-scene-animation/2670839)

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**Author:** [@EpDigitialDesign](https://forums.unrealengine.com/u/EpDigitialDesign)\
**Replies:** 2\
**Last updated:** [November 1, 2025, 11:28pm UTC](https://forums.unrealengine.com/t/clipping-object-at-certain-locations-in-the-scene-animation/2670839 "2025-11-01T23:28:55Z")

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Hi guys, put this as rendering as it seems like the best fit to my uneducated brain :upside\_down\_face: Basically I have an animation sequence in Unreal of a car moving forward, doing a left turn, and then driving forwar…

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## [Flickering Noise White Dots on my character face ](https://forums.unrealengine.com/t/flickering-noise-white-dots-on-my-character-face/2670353)

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**Author:** [@RandomForum](https://forums.unrealengine.com/u/RandomForum)\
**Replies:** 3\
**Last updated:** [November 1, 2025, 9:07pm UTC](https://forums.unrealengine.com/t/flickering-noise-white-dots-on-my-character-face/2670353 "2025-11-01T21:07:21Z")

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The noisey dots go crazy. It’s UE5.6 I’m using. I tried turning path tracing on/off and switching out MSAA to TAA none of those seems to make a difference. Help!

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## [Rendering a looping environment animation but the lighting changes in render? ](https://forums.unrealengine.com/t/rendering-a-looping-environment-animation-but-the-lighting-changes-in-render/2670738)

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**Author:** [@esteroid](https://forums.unrealengine.com/u/esteroid)\
**Replies:** 1\
**Last updated:** [November 1, 2025, 5:51pm UTC](https://forums.unrealengine.com/t/rendering-a-looping-environment-animation-but-the-lighting-changes-in-render/2670738 "2025-11-01T17:51:52Z")

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I’m trying to make a looping environment animation, and have keyframed the first and last frames to have identical settings. But for some reason, the lighting post render is making it so the first and last frames are sli…

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## [Geometry Cache level sequence baker ](https://forums.unrealengine.com/t/geometry-cache-level-sequence-baker/2680371)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [November 1, 2025, 5:30am UTC](https://forums.unrealengine.com/t/geometry-cache-level-sequence-baker/2680371 "2025-11-01T05:30:44Z")

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Hi there.. I need some tutorial for the plugin “Geometry Cache level sequence baker”, I cannot able to find one on the internet. Need to export a character animation as a geometry cache from the sequencer. Thanks in ad…

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## [unreal be making foams way to thick](https://forums.unrealengine.com/t/unreal-be-making-foams-way-to-thick/2670610)

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**Author:** [@sohrab.av](https://forums.unrealengine.com/u/sohrab.av)\
**Replies:** 1\
**Last updated:** [November 1, 2025, 12:38am UTC](https://forums.unrealengine.com/t/unreal-be-making-foams-way-to-thick/2670610 "2025-11-01T00:38:32Z")

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Hi, I’m trying to figure out Unreal Engine’s water plugin, and for some reason, I just can’t get it to work. Whatever I do is far from a normal-looking foam. Here’s a picture for reference. UE 5.5, by the way. I’d apprec…

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## [Reducing Material Instances number: Custom Primitive Data workflow? ](https://forums.unrealengine.com/t/reducing-material-instances-number-custom-primitive-data-workflow/2680362)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 31, 2025, 10:32pm UTC](https://forums.unrealengine.com/t/reducing-material-instances-number-custom-primitive-data-workflow/2680362 "2025-10-31T22:32:20Z")

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Hi, Our team is currently facing a performance issue, where we have too many material instances in our project. We are considering using Custom Primitive Data to reduce the amount of MI, but are facing an issue preventi…

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## [Anyone having trouble with the fire particle?  ](https://forums.unrealengine.com/t/anyone-having-trouble-with-the-fire-particle/2664969)

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**Author:** [@VWONDCA](https://forums.unrealengine.com/u/VWONDCA)\
**Replies:** 4\
**Last updated:** [October 31, 2025, 8:35pm UTC](https://forums.unrealengine.com/t/anyone-having-trouble-with-the-fire-particle/2664969 "2025-10-31T20:35:48Z")

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Everytime I export any fire or smoke particles in a video they move rapidly fast in the new 2025.1.2 is there a work around? or will this bug be fixed soon?

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## [Pixel Inspector vs Color Picker | sRGB Conversion ](https://forums.unrealengine.com/t/pixel-inspector-vs-color-picker-srgb-conversion/2680360)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 31, 2025, 7:28pm UTC](https://forums.unrealengine.com/t/pixel-inspector-vs-color-picker-srgb-conversion/2680360 "2025-10-31T19:28:33Z")

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I’m seeing discrepancy between the values that Color Picker returns when sampling a material in the Base Color Buffer View and what Pixel Inspector reports for Base Color. It was a long round-about way to land where I di…

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## [Niagara translucent particles trails overlapping](https://forums.unrealengine.com/t/niagara-translucent-particles-trails-overlapping/2658345)

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**Author:** [@klaresmeerlab96](https://forums.unrealengine.com/u/klaresmeerlab96)\
**Replies:** 2\
**Last updated:** [October 31, 2025, 7:20pm UTC](https://forums.unrealengine.com/t/niagara-translucent-particles-trails-overlapping/2658345 "2025-10-31T19:20:40Z")

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Particles that are further from the camera are drawn on top of particles that are closer to the camera. How I understand, the entire trail is sorted only by distance from the camera to its own source. Is any way to …

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## [Flickering on sequence loop](https://forums.unrealengine.com/t/flickering-on-sequence-loop/886262)

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**Author:** [@Unavi](https://forums.unrealengine.com/u/Unavi)\
**Replies:** 5\
**Last updated:** [October 31, 2025, 6:30pm UTC](https://forums.unrealengine.com/t/flickering-on-sequence-loop/886262 "2025-10-31T18:30:48Z")

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Hello everyone, all my sequences with Loop Indefinitely cause this strange flicker when they loop. Any ideas what might cause this?

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## [how to get custom depth stencil value?](https://forums.unrealengine.com/t/how-to-get-custom-depth-stencil-value/2534139)

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**Author:** [@iZerat](https://forums.unrealengine.com/u/iZerat)\
**Replies:** 1\
**Last updated:** [October 31, 2025, 4:59pm UTC](https://forums.unrealengine.com/t/how-to-get-custom-depth-stencil-value/2534139 "2025-10-31T16:59:20Z")

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I wanted Object No. 3 to be obscured by Object No. 2 and Object No. 3 to penetrate object No. 1 and be displayed. I managed to achieve this in viewport by using custom depth stencil value and custom depth stencil write m…

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## [Lumen noise on distant meshes](https://forums.unrealengine.com/t/lumen-noise-on-distant-meshes/2670531)

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**Author:** [@tomas.kotal](https://forums.unrealengine.com/u/tomas.kotal)\
**Replies:** 0\
**Last updated:** [October 31, 2025, 3:06pm UTC](https://forums.unrealengine.com/t/lumen-noise-on-distant-meshes/2670531 "2025-10-31T15:06:15Z")

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Hello, I have a question regarding Lumen quality on distant mesh. On a very simple scenario: create new “Open World” level in UE 5.6 increase SM\_SkySphere size from default 400x400x400 to 600x600x600 add a simple plan…

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## [Does Single Layer Water support occlusion culling in UE5? ](https://forums.unrealengine.com/t/does-single-layer-water-support-occlusion-culling-in-ue5/2680361)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 31, 2025, 1:22pm UTC](https://forums.unrealengine.com/t/does-single-layer-water-support-occlusion-culling-in-ue5/2680361 "2025-10-31T13:22:12Z")

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Hi everyone, I’m currently investigating the rendering behavior of Single Layer Water (SLW) in Unreal Engine 5 and noticed something interesting. When SLW meshes are occluded by other geometry, they seem to remain in t…

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## [Changing the Number of PSO Compile Threads ](https://forums.unrealengine.com/t/changing-the-number-of-pso-compile-threads/2680022)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 31, 2025, 8:57am UTC](https://forums.unrealengine.com/t/changing-the-number-of-pso-compile-threads/2680022 "2025-10-31T08:57:11Z")

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Hello, we have a question regarding changing the PSO precaching thread pool size. In the official documentation (https://dev.epicgames.com/documentation/en\\-us/unreal\\-engine/pso\\-precaching\\-for\\-unreal\\-engine\\#perfor…

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## [Material Blending makes unexpected Virtual texture lookup and stack counts](https://forums.unrealengine.com/t/material-blending-makes-unexpected-virtual-texture-lookup-and-stack-counts/2670383)

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**Author:** [@HadockAndChips](https://forums.unrealengine.com/u/HadockAndChips)\
**Replies:** 0\
**Last updated:** [October 31, 2025, 6:04am UTC](https://forums.unrealengine.com/t/material-blending-makes-unexpected-virtual-texture-lookup-and-stack-counts/2670383 "2025-10-31T06:04:56Z")

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According to this page, virtual texture coast has two categories: lookups and stacks. If two virtual texture uses the same uv, stack coast can be saved. You can view lookups and stacks counts in the material stats. W…

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## [Starting with PSO precaching paused / disabled ](https://forums.unrealengine.com/t/starting-with-pso-precaching-paused-disabled/2680370)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [October 31, 2025, 4:28am UTC](https://forums.unrealengine.com/t/starting-with-pso-precaching-paused-disabled/2680370 "2025-10-31T04:28:57Z")

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Hi, It is possible I missed the functionality however, if it is not possible right now it would be nice to be able to start with PSO precaching enabled but paused (similar to PSO cache startup mode). The issue we have …

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## [Skylight cubemap unnecessarily loaded at runtime for baked lighting ](https://forums.unrealengine.com/t/skylight-cubemap-unnecessarily-loaded-at-runtime-for-baked-lighting/2680026)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [October 31, 2025, 2:19am UTC](https://forums.unrealengine.com/t/skylight-cubemap-unnecessarily-loaded-at-runtime-for-baked-lighting/2680026 "2025-10-31T02:19:09Z")

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Hello! When profiling memory usage (\`memreport -full\`) on our Quest 3 title, I notice that some of our largest textures have no usage counts: Cooked/OnDisk: Width x Height (Size in KB, Authored Bias), Current/InMem: Wi…

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## [Why does it get lighter like this?](https://forums.unrealengine.com/t/why-does-it-get-lighter-like-this/2669816)

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**Author:** [@VKittyCat2022](https://forums.unrealengine.com/u/VKittyCat2022)\
**Replies:** 3\
**Last updated:** [October 30, 2025, 10:05pm UTC](https://forums.unrealengine.com/t/why-does-it-get-lighter-like-this/2669816 "2025-10-30T22:05:17Z")

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I started with the 2d base in UE4, but when I press play the screen gets lighter, like there’s some kind of light in front of it, despite me not having any lights.

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## [Half of actor lose shadows with Virtual Shadow Maps (UE5.6)](https://forums.unrealengine.com/t/half-of-actor-lose-shadows-with-virtual-shadow-maps-ue5-6/2670025)

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**Author:** [@XendreVenMelder](https://forums.unrealengine.com/u/XendreVenMelder)\
**Replies:** 3\
**Last updated:** [October 30, 2025, 9:39pm UTC](https://forums.unrealengine.com/t/half-of-actor-lose-shadows-with-virtual-shadow-maps-ue5-6/2670025 "2025-10-30T21:39:31Z")

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Hi everyone, I’m running into a strange shadow issue in Unreal Engine 5.6 using Lumen + Virtual Shadow Maps. The problem Only half of my stairs receive proper shadows. The lower part of the stairs looks correct — ever…

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## [USD Texture Corrupted](https://forums.unrealengine.com/t/usd-texture-corrupted/2669913)

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**Author:** [@supcolw2](https://forums.unrealengine.com/u/supcolw2)\
**Replies:** 1\
**Last updated:** [October 30, 2025, 7:49pm UTC](https://forums.unrealengine.com/t/usd-texture-corrupted/2669913 "2025-10-30T19:49:25Z")

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My USD Texture map Turned Gray Static. Any Fix?

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## [When the alpha channel is disabled, the texture loses its transparency ](https://forums.unrealengine.com/t/when-the-alpha-channel-is-disabled-the-texture-loses-its-transparency/2670113)

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**Author:** [@FireInTheNight](https://forums.unrealengine.com/u/FireInTheNight)\
**Replies:** 1\
**Last updated:** [October 30, 2025, 7:34pm UTC](https://forums.unrealengine.com/t/when-the-alpha-channel-is-disabled-the-texture-loses-its-transparency/2670113 "2025-10-30T19:34:13Z")

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When I disable the alpha channel of the texture, it becomes white/black/yellow/blue, depending on the enabled channels. My question is, how can I make it so that when the alpha is disabled, it remains white and no colors…

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## [Trying to pixelate Scene Color but using an object's UV](https://forums.unrealengine.com/t/trying-to-pixelate-scene-color-but-using-an-objects-uv/2669900)

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**Author:** [@HybridPosts](https://forums.unrealengine.com/u/HybridPosts)\
**Replies:** 4\
**Last updated:** [October 30, 2025, 7:23pm UTC](https://forums.unrealengine.com/t/trying-to-pixelate-scene-color-but-using-an-objects-uv/2669900 "2025-10-30T19:23:44Z")

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Hi, I’m attempting to make a pixelated effect that is static when the character rotates. My plan is to have a inverted sphere around the camera that is locked to the absolute world rotation, and then use Scene Color to p…

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## [Can't figure why direct light passes through roof. ](https://forums.unrealengine.com/t/cant-figure-why-direct-light-passes-through-roof/2669698)

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**Author:** [@issa.raven](https://forums.unrealengine.com/u/issa.raven)\
**Replies:** 5\
**Last updated:** [October 30, 2025, 6:41pm UTC](https://forums.unrealengine.com/t/cant-figure-why-direct-light-passes-through-roof/2669698 "2025-10-30T18:41:25Z")

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Working in Unreal Engine 5.6 is a constant struggle for me, especially while using Forward Rendering. After mitigating many problems i didn’t had while working in Unity i’m facing this: As you can see, directional li…

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## [Compute Shader to read textures in a fast way ](https://forums.unrealengine.com/t/compute-shader-to-read-textures-in-a-fast-way/2360624)

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**Author:** [@Pillo\_Jaba](https://forums.unrealengine.com/u/Pillo_Jaba)\
**Replies:** 1\
**Last updated:** [October 30, 2025, 5:45pm UTC](https://forums.unrealengine.com/t/compute-shader-to-read-textures-in-a-fast-way/2360624 "2025-10-30T17:45:55Z")

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I am currently hard-stuck trying to read entires textures in a fast way with UE5, and since reading pixel-per-pixel values from the CPU is extremely slow I thought compute shaders could be the way. My idea is to input t…

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## [OCIO + nDisplay ? ](https://forums.unrealengine.com/t/ocio-ndisplay/2680000)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [October 30, 2025, 4:17pm UTC](https://forums.unrealengine.com/t/ocio-ndisplay/2680000 "2025-10-30T16:17:43Z")

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I asked a question a couple of months ago about compatibility between OCIO and nDisplay: \[Content removed\] We maintain a plugin that uses nDisplay and in UE 5.5 and previous versions worked fine when using OCIO but not i…

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## [Move TEMP and cash data to the RAM disk. ](https://forums.unrealengine.com/t/move-temp-and-cash-data-to-the-ram-disk/2670055)

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**Author:** [@maximumselfish](https://forums.unrealengine.com/u/maximumselfish)\
**Replies:** 0\
**Last updated:** [October 30, 2025, 2:28pm UTC](https://forums.unrealengine.com/t/move-temp-and-cash-data-to-the-ram-disk/2670055 "2025-10-30T14:28:40Z")

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Hi! I’m using twinmotion and want to move its cache to a SSD drive in RAM drive to extend the life of my SSD. Does anyone know how twinmotion handles rendering? Where are the temporary and cash files located on the SSD…

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## [\[Nanite Foliage\] \[5.7 Preview\] PIE performance tanks due to ticks](https://forums.unrealengine.com/t/nanite-foliage-5-7-preview-pie-performance-tanks-due-to-ticks/2670026)

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**Author:** [@TheRealBiomes](https://forums.unrealengine.com/u/TheRealBiomes)\
**Replies:** 0\
**Last updated:** [October 30, 2025, 1:35pm UTC](https://forums.unrealengine.com/t/nanite-foliage-5-7-preview-pie-performance-tanks-due-to-ticks/2670026 "2025-10-30T13:35:53Z")

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Hi All, I played around with the quixel nanite foliage in the 5.7 preview. I noticed that when jumping into PIE, performance tanks due to certain ticks heavily decreasing performance. This doesn’t happen in Editor mod…

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## [Lumen Reflection Problems ](https://forums.unrealengine.com/t/lumen-reflection-problems/2669838)

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**Author:** [@Ghostface04](https://forums.unrealengine.com/u/Ghostface04)\
**Replies:** 2\
**Last updated:** [October 30, 2025, 11:49am UTC](https://forums.unrealengine.com/t/lumen-reflection-problems/2669838 "2025-10-30T11:49:16Z")

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Hi everyone, I’m working on an animation and was having an issue with the water reflection. As you can see from the screenshots after a certain distance the reflection changes. I’m using Lumen for the reflections…

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## [How do i make basic lambert style shading?](https://forums.unrealengine.com/t/how-do-i-make-basic-lambert-style-shading/2669505)

<div class="topic-metadata">

**Author:** [@Quittzer](https://forums.unrealengine.com/u/Quittzer)\
**Replies:** 9\
**Last updated:** [October 30, 2025, 10:45am UTC](https://forums.unrealengine.com/t/how-do-i-make-basic-lambert-style-shading/2669505 "2025-10-30T10:45:51Z")

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i hate unreals lighting and i need to make a basic flat lambert and or burley shading for my stylized game, here are some examples of what that looks like, its just that flat true color shading you see, in old games, loo…

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## [HAVING AN ISSUE PACKAGING PROJECT WITH LUMEN ](https://forums.unrealengine.com/t/having-an-issue-packaging-project-with-lumen/2666370)

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**Author:** [@Xah2580](https://forums.unrealengine.com/u/Xah2580)\
**Replies:** 2\
**Last updated:** [October 30, 2025, 7:23am UTC](https://forums.unrealengine.com/t/having-an-issue-packaging-project-with-lumen/2666370 "2025-10-30T07:23:41Z")

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i am trying to package my project for testing purpose, lumen on some foliage is not working no HWRT just LUMEN with software RT the Shadow breaks the reflection and indirect lighting not working, it looks Awful, even tho…

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