# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=77

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**Page:** 78

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## [ONNX Runtime sample port for Unreal Engine 5.5 using NNE RDG - GPU-only inference](https://forums.unrealengine.com/t/onnx-runtime-sample-port-for-unreal-engine-5-5-using-nne-rdg-gpu-only-inference/2669899)

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**Author:** [@Dead\_Morose](https://forums.unrealengine.com/u/Dead_Morose)\
**Replies:** 0\
**Last updated:** [October 30, 2025, 6:05am UTC](https://forums.unrealengine.com/t/onnx-runtime-sample-port-for-unreal-engine-5-5-using-nne-rdg-gpu-only-inference/2669899 "2025-10-30T06:05:00Z")

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TL;DR: Fork of Microsoft’s sample updated for UE 5.5 and NNE. Supports NNERuntimeRDG and ORT DirectML. End-to-end GPU-only path, no CPU staging. Repo: https://github.com/DeadMorose777/OnnxRuntime-UnrealEngine/tree/main …

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## [Low performance ](https://forums.unrealengine.com/t/low-performance/2680020)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 30, 2025, 4:23am UTC](https://forums.unrealengine.com/t/low-performance/2680020 "2025-10-30T04:23:27Z")

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Hello, I’m reaching out regarding a persistent performance issue I’ve been facing in my Unreal Engine 5.6.1 project. My project is a large outdoor environment with dense foliage (trees, grass, mountains, etc.). Despite…

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## [GPUデバイスがロストしたさいのエラーハンドリングについて ](https://forums.unrealengine.com/t/gpu/2679999)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 13\
**Last updated:** [October 30, 2025, 5:23am UTC](https://forums.unrealengine.com/t/gpu/2679999 "2025-10-30T05:23:34Z")

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お世話になっております。 \<br/\> 現在アプリケーションを描画しているGPUのデバイスがロストした際に、そのその旨を表示するエラーを出力し、直ちにアプリケーションを終了させる処理を実装したいと考えています。 \<br/\> こちら現状の挙動のために、GPUを二枚刺し、デバイスマネージャからアプリケーションを描画しているGPUを意図的に無効化したところ、数分アプリケーションの応答が止まったのち、エラーが出力され、終了するという挙動が…

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## [MRG: Adjust tile size of panoramic renders?](https://forums.unrealengine.com/t/mrg-adjust-tile-size-of-panoramic-renders/2669824)

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**Author:** [@Ken.Brueck](https://forums.unrealengine.com/u/Ken.Brueck)\
**Replies:** 0\
**Last updated:** [October 29, 2025, 9:12pm UTC](https://forums.unrealengine.com/t/mrg-adjust-tile-size-of-panoramic-renders/2669824 "2025-10-29T21:12:20Z")

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Our application allows users to generate images and panoramics from a build using MRG (Movie Render Graph). Many of our users can run Lumen well enough at runtime, but run out of VRAM when generating a render, especially…

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## [Scalability Culled Niagara Systems still perform Occlusion Queries? ](https://forums.unrealengine.com/t/scalability-culled-niagara-systems-still-perform-occlusion-queries/2679616)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [October 29, 2025, 6:46pm UTC](https://forums.unrealengine.com/t/scalability-culled-niagara-systems-still-perform-occlusion-queries/2679616 "2025-10-29T18:46:04Z")

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What would be the best way to prevent paying the cost of occlusion queries on particle systems that we intend to be distance culled by scalability settings? We are seeing an issue where Niagara Systems are issuing occlu…

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## [Niagara Data Channels and moving particles ](https://forums.unrealengine.com/t/niagara-data-channels-and-moving-particles/2679627)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 29, 2025, 5:52pm UTC](https://forums.unrealengine.com/t/niagara-data-channels-and-moving-particles/2679627 "2025-10-29T17:52:29Z")

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Hi, For our project we have thousands of particle effects — most of them originating from impacts, explosions, muzzle flashes, tracers (trails), and projectiles. Spawning and updating an entire Niagara System for each o…

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## [Getting Moirè effect on nanite meshes](https://forums.unrealengine.com/t/getting-moire-effect-on-nanite-meshes/2669676)

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**Author:** [@Agint](https://forums.unrealengine.com/u/Agint)\
**Replies:** 1\
**Last updated:** [October 29, 2025, 5:15pm UTC](https://forums.unrealengine.com/t/getting-moire-effect-on-nanite-meshes/2669676 "2025-10-29T17:15:33Z")

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I have tried tons of settings and console commands, but nothing seems to fix it so far (nothing to do with TSR). Anyone? (Edit: tested both 5.5 and 5.6) With Nanite: Without Nanite:

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## [I installed Unreal engine 5.4 and now my scene is too glossy=(](https://forums.unrealengine.com/t/i-installed-unreal-engine-5-4-and-now-my-scene-is-too-glossy/1949804)

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**Author:** [@Shiro1788](https://forums.unrealengine.com/u/Shiro1788)\
**Replies:** 7\
**Last updated:** [October 29, 2025, 4:33pm UTC](https://forums.unrealengine.com/t/i-installed-unreal-engine-5-4-and-now-my-scene-is-too-glossy/1949804 "2025-10-29T16:33:16Z")

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What’s Wrong?

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## [LogD3D12RHI: Error: Failed to create pipeline state with combined hash.- Crash in editor and packaged builds (Source Build of Engine)](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177)

<div class="topic-metadata">

**Author:** [@Major\_Mints](https://forums.unrealengine.com/u/Major_Mints)\
**Replies:** 9\
**Last updated:** [October 29, 2025, 3:36pm UTC](https://forums.unrealengine.com/t/logd3d12rhi-error-failed-to-create-pipeline-state-with-combined-hash-crash-in-editor-and-packaged-builds-source-build-of-engine/1949177 "2025-10-29T15:36:16Z")

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Im using a source build of UE 5.4.3, I just setup baked lighting for my level. Does anyone know why after a minute or so of having the level open, the engine will crash with the following error. this also occurs in pack…

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## [HISMs culling while RVT rendering ](https://forums.unrealengine.com/t/hisms-culling-while-rvt-rendering/2680001)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 8\
**Last updated:** [October 30, 2025, 9:58am UTC](https://forums.unrealengine.com/t/hisms-culling-while-rvt-rendering/2680001 "2025-10-30T09:58:46Z")

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I would like to ask the culling method for HISM instances while rendering RVT. I can only find a simple sphere/frustum check for the component in RuntimeVirtualTextureRender.cpp GatherMeshesToDraw, that is not ideal when…

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## [How to go above 100% Resolution Scale and save to it to GameUserSettings](https://forums.unrealengine.com/t/how-to-go-above-100-resolution-scale-and-save-to-it-to-gameusersettings/74470)

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**Author:** [@anonymous\_user\_7f8ea531](https://forums.unrealengine.com/u/anonymous_user_7f8ea531)\
**Replies:** 2\
**Last updated:** [October 29, 2025, 8:43am UTC](https://forums.unrealengine.com/t/how-to-go-above-100-resolution-scale-and-save-to-it-to-gameusersettings/74470 "2025-10-29T08:43:29Z")

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Hi all! i’m trying to add a Resolution Scale Percentage slider inside my video settings menu I see that console commands “r.ScreenPercentage” or “sg.ResolutionQuality” are usually suggested to achieve this but what i’m…

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## [How to use Landscape Layer Sample node?](https://forums.unrealengine.com/t/how-to-use-landscape-layer-sample-node/220882)

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**Author:** [@anonymous\_user\_3b4bf635](https://forums.unrealengine.com/u/anonymous_user_3b4bf635)\
**Replies:** 5\
**Last updated:** [October 29, 2025, 8:11am UTC](https://forums.unrealengine.com/t/how-to-use-landscape-layer-sample-node/220882 "2025-10-29T08:11:49Z")

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Hello. As far as I know, Landscape Layer Sample node samples a landscape layer with values from 0 to 1. My goal is simple: tweak these values to add noise in order to improve the blending among layers. The problem: I d…

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## [Post Process material won't show in packaged build. ](https://forums.unrealengine.com/t/post-process-material-wont-show-in-packaged-build/2530259)

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**Author:** [@Hatefreaks](https://forums.unrealengine.com/u/Hatefreaks)\
**Replies:** 2\
**Last updated:** [October 29, 2025, 7:19am UTC](https://forums.unrealengine.com/t/post-process-material-wont-show-in-packaged-build/2530259 "2025-10-29T07:19:13Z")

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Hello, i have a problem with a post process highlight material I’m using. The project is using a default post process material that makes the pixelated effect, on top of that there is another highlight post process mate…

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## [Need help for the Pixelated Shadows rendering ](https://forums.unrealengine.com/t/need-help-for-the-pixelated-shadows-rendering/2669512)

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**Author:** [@chaniLastname](https://forums.unrealengine.com/u/chaniLastname)\
**Replies:** 2\
**Last updated:** [October 29, 2025, 5:02am UTC](https://forums.unrealengine.com/t/need-help-for-the-pixelated-shadows-rendering/2669512 "2025-10-29T05:02:28Z")

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Hello, I’m trying to smoothen the shadows in my game, in the editor it looks fine, but when I pressed play, it looks pixelated. I’m assuming this is because my flashlight… But I don’t know which part I did wrong, haha H…

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## [All objects are showing up black in reflections](https://forums.unrealengine.com/t/all-objects-are-showing-up-black-in-reflections/2669317)

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**Author:** [@3DRyan](https://forums.unrealengine.com/u/3DRyan)\
**Replies:** 4\
**Last updated:** [October 29, 2025, 2:49am UTC](https://forums.unrealengine.com/t/all-objects-are-showing-up-black-in-reflections/2669317 "2025-10-29T02:49:50Z")

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Hi! So I have a setup where I’m trying to take screenshots of some assets I made, and I’ve figured out that every object, including my ground plane is showing up completely black in reflections, causing my exposed metal …

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## [Why point light/spot light are invalidating VSM cache at far distance? ](https://forums.unrealengine.com/t/why-point-light-spot-light-are-invalidating-vsm-cache-at-far-distance/2679273)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 29, 2025, 2:08am UTC](https://forums.unrealengine.com/t/why-point-light-spot-light-are-invalidating-vsm-cache-at-far-distance/2679273 "2025-10-29T02:08:31Z")

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As point lights and spot lights are not changeable at runtime, but we found they will invalidate the VSM cache to raise the shadow depth cost at far distance. We want them not invalidate the cache at that distance. \[Ima…

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## [Static Switching Between Masked and Opaque](https://forums.unrealengine.com/t/static-switching-between-masked-and-opaque/70507)

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**Author:** [@OwenWP](https://forums.unrealengine.com/u/OwenWP)\
**Replies:** 2\
**Last updated:** [October 28, 2025, 9:10pm UTC](https://forums.unrealengine.com/t/static-switching-between-masked-and-opaque/70507 "2025-10-28T21:10:25Z")

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I am trying to find a clean solution to what I think is a fairly common problem. I have a lot of objects in my game that need to transition from being opaque to being masked so that they can be faded out with dithering …

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## [Foliage becomes to bright](https://forums.unrealengine.com/t/foliage-becomes-to-bright/475126)

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**Author:** [@Sgt.Eazy](https://forums.unrealengine.com/u/Sgt.Eazy)\
**Replies:** 7\
**Last updated:** [October 28, 2025, 8:06pm UTC](https://forums.unrealengine.com/t/foliage-becomes-to-bright/475126 "2025-10-28T20:06:25Z")

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Hi everyone, I have a problem with the foliage. When the meshs are to far away from the camera the foliage gets to bright. I dont know if this is related to the LODs. Is there a console command to adjust the LODs? I se…

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## [Lumen surface cache scale woes](https://forums.unrealengine.com/t/lumen-surface-cache-scale-woes/2669365)

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**Author:** [@SeveralBees](https://forums.unrealengine.com/u/SeveralBees)\
**Replies:** 13\
**Last updated:** [October 28, 2025, 7:59pm UTC](https://forums.unrealengine.com/t/lumen-surface-cache-scale-woes/2669365 "2025-10-28T19:59:16Z")

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Working on a project that deals with environments at multiple scales–interior room scale and also miniature scale (i.e., metre-scale vs. centimetre scale) with various levels of camera zoom and aperture settings to repre…

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## [Light Leaking With Point Lights ](https://forums.unrealengine.com/t/light-leaking-with-point-lights/2669383)

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**Author:** [@idks9](https://forums.unrealengine.com/u/idks9)\
**Replies:** 3\
**Last updated:** [October 28, 2025, 7:02pm UTC](https://forums.unrealengine.com/t/light-leaking-with-point-lights/2669383 "2025-10-28T19:02:39Z")

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Hi guys. I’m developing a project for school, but ran into a problem. I have these lamp objects that are simply a mesh + a point light, but their lights are leaking through the ceiling onto other rooms (the ceiling is o…

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## [Audio Synesthesia Rendering](https://forums.unrealengine.com/t/audio-synesthesia-rendering/2669390)

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**Author:** [@anthonyjude](https://forums.unrealengine.com/u/anthonyjude)\
**Replies:** 0\
**Last updated:** [October 28, 2025, 6:09pm UTC](https://forums.unrealengine.com/t/audio-synesthesia-rendering/2669390 "2025-10-28T18:09:54Z")

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I have been rendering out an MRQ cinematic that is a 2min music track with some basic camera movements and a single Audio Synesthesia blueprint controlling a material parameter. Not a complex scene at all. It works great…

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## [Switching between RMA and ORM packet texture in a material, via switch](https://forums.unrealengine.com/t/switching-between-rma-and-orm-packet-texture-in-a-material-via-switch/2085504)

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**Author:** [@TomIsJoking](https://forums.unrealengine.com/u/TomIsJoking)\
**Replies:** 2\
**Last updated:** [October 28, 2025, 5:56pm UTC](https://forums.unrealengine.com/t/switching-between-rma-and-orm-packet-texture-in-a-material-via-switch/2085504 "2025-10-28T17:56:28Z")

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Hello! I’m putting together a multilayered master material that allows me to combine three different materials or more. I’d like to add the feature to switch between RMA and ORM packed textures in my material instances …

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## [VDB question - working in one project but not another, blurry rendering](https://forums.unrealengine.com/t/vdb-question-working-in-one-project-but-not-another-blurry-rendering/2668347)

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**Author:** [@soedwards11](https://forums.unrealengine.com/u/soedwards11)\
**Replies:** 2\
**Last updated:** [October 28, 2025, 4:29pm UTC](https://forums.unrealengine.com/t/vdb-question-working-in-one-project-but-not-another-blurry-rendering/2668347 "2025-10-28T16:29:07Z")

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Hi Rendering Example I’m hoping someone might have seen a similar issue and know what setting I’m missing. The first clip is a VDB I imported into a fresh Unreal 5.61.1 project and it works great. The second is bringin…

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## [Assertion failed: InShadingModel \< MSM\_NUM (crash when building lighting)](https://forums.unrealengine.com/t/assertion-failed-inshadingmodel-msm-num-crash-when-building-lighting/592159)

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**Author:** [@rolipoli](https://forums.unrealengine.com/u/rolipoli)\
**Replies:** 3\
**Last updated:** [October 28, 2025, 4:02pm UTC](https://forums.unrealengine.com/t/assertion-failed-inshadingmodel-msm-num-crash-when-building-lighting/592159 "2025-10-28T16:02:20Z")

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One of my maps crashes every time I try to build lighting, with the error message “Assertion failed: InShadingModel \< MSM\_NUM”. I was wondering if anyone else has run into this issue or has a solution. I’m not sure what…

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## [How can i do high quality reflections without raytracing in lumen?](https://forums.unrealengine.com/t/how-can-i-do-high-quality-reflections-without-raytracing-in-lumen/732682)

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**Author:** [@DetonatedStorm](https://forums.unrealengine.com/u/DetonatedStorm)\
**Replies:** 21\
**Last updated:** [October 28, 2025, 2:53pm UTC](https://forums.unrealengine.com/t/how-can-i-do-high-quality-reflections-without-raytracing-in-lumen/732682 "2025-10-28T14:53:41Z")

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Is there a way to change the quality of low poly reflections?

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## [UE5 LUMEN is there a way to stop emissive materials from casting light?](https://forums.unrealengine.com/t/ue5-lumen-is-there-a-way-to-stop-emissive-materials-from-casting-light/240410)

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**Author:** [@NASRHYM](https://forums.unrealengine.com/u/NASRHYM)\
**Replies:** 13\
**Last updated:** [October 28, 2025, 12:25pm UTC](https://forums.unrealengine.com/t/ue5-lumen-is-there-a-way-to-stop-emissive-materials-from-casting-light/240410 "2025-10-28T12:25:20Z")

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I have a light bulb that I wanna use an emissive material on but the way UE5 works makes the material spill light onto the scene. is there a way to stop this from occurring?

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## [\[GpuCrash\]\[DX12\]Lumen关闭InlineRayTracing，SBT提交与AsyncCompute的同步问题 ](https://forums.unrealengine.com/t/gpucrash-dx12-lumen-inlineraytracing-sbt-asynccompute/2679262)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 12\
**Last updated:** [October 28, 2025, 8:39am UTC](https://forums.unrealengine.com/t/gpucrash-dx12-lumen-inlineraytracing-sbt-asynccompute/2679262 "2025-10-28T08:39:58Z")

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关闭InlineRT后SBT的提交似乎只会与Graphics Pipe同步，无法与AsyncCompute​进行同步。 \[Image Removed\] SBT的同步依赖了InlineRT在RDG层面的Buffer。​ ​ 关闭InlineRT后的PIX​ copyqueue signal\[Image Removed\]​ ​Graphics Queue wait \[Image Removed\] ​asynccompute …

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## [UI Buttons not clickable when in fullscreen mode in packaged build](https://forums.unrealengine.com/t/ui-buttons-not-clickable-when-in-fullscreen-mode-in-packaged-build/2282951)

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**Author:** [@Sklor](https://forums.unrealengine.com/u/Sklor)\
**Replies:** 1\
**Last updated:** [October 28, 2025, 7:47am UTC](https://forums.unrealengine.com/t/ui-buttons-not-clickable-when-in-fullscreen-mode-in-packaged-build/2282951 "2025-10-28T07:47:48Z")

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Has anyone else had issues in their packaged builds with UI buttons not being clickable when in fullscreen mode? I’ve had a number of people report they can’t push UI buttons when in fullscreen mode, but after changing …

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## [Local space velocity-facing mesh particles would disappear in some cases on Android and IOS devices ](https://forums.unrealengine.com/t/local-space-velocity-facing-mesh-particles-would-disappear-in-some-cases-on-android-and-ios-devices/2679261)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [October 28, 2025, 10:07pm UTC](https://forums.unrealengine.com/t/local-space-velocity-facing-mesh-particles-would-disappear-in-some-cases-on-android-and-ios-devices/2679261 "2025-10-28T22:07:55Z")

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We found that some local space velocity-facing mesh particles disappear in when they aim at some direction, this issue occurs on on some IOS and Android devices while some other devices work fine. Using renderdoc I found…

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## [Using particle attribute reader crashes the engine ](https://forums.unrealengine.com/t/using-particle-attribute-reader-crashes-the-engine/2679260)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 28, 2025, 4:21am UTC](https://forums.unrealengine.com/t/using-particle-attribute-reader-crashes-the-engine/2679260 "2025-10-28T04:21:14Z")

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In the repro project, simply drag the niagara system N\_ReaderCrash in the map Open the system and enable Get Source Position module \[Image Removed\] The module simply tries to read the position of the source particle u…

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