# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=78

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**Page:** 79

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## [Sudden misaligned render VR 5.6](https://forums.unrealengine.com/t/sudden-misaligned-render-vr-5-6/2669147)

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**Author:** [@GM\_Dre](https://forums.unrealengine.com/u/GM_Dre)\
**Replies:** 1\
**Last updated:** [October 28, 2025, 1:05am UTC](https://forums.unrealengine.com/t/sudden-misaligned-render-vr-5-6/2669147 "2025-10-28T01:05:15Z")

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So I recently reopened a project I’ve been working on, and now, for some reason the right eye is misaligned with the left. also when rendering in unlit the issue goes away but shows up in other forms of rendering .…

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## [VSM Page Invalidation Logic for Local Light and WPO casters ](https://forums.unrealengine.com/t/vsm-page-invalidation-logic-for-local-light-and-wpo-casters/2678908)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [October 27, 2025, 8:18pm UTC](https://forums.unrealengine.com/t/vsm-page-invalidation-logic-for-local-light-and-wpo-casters/2678908 "2025-10-27T20:18:34Z")

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To whom it may concern: Hello. I found even a slight intersection between a spot light frustum and WPO shadow casters will invalidate all page caches belonging to this spot light. I am not sure if it’s the expected beha…

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## [Occlusion Masking for local multiplayer.](https://forums.unrealengine.com/t/occlusion-masking-for-local-multiplayer/2669114)

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**Author:** [@AKA\_The\_Boss](https://forums.unrealengine.com/u/AKA_The_Boss)\
**Replies:** 0\
**Last updated:** [October 27, 2025, 7:50pm UTC](https://forums.unrealengine.com/t/occlusion-masking-for-local-multiplayer/2669114 "2025-10-27T19:50:12Z")

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Hi all, I have built the whole occlusion masking system just like BG3. and it works perfectly fine for a single player. BUT when I add a second local player things starts to break and it try to mask for each player per …

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## [LogRenderer: Using fallback RTPSO](https://forums.unrealengine.com/t/logrenderer-using-fallback-rtpso/2669043)

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**Author:** [@Ken.Brueck](https://forums.unrealengine.com/u/Ken.Brueck)\
**Replies:** 1\
**Last updated:** [October 27, 2025, 6:58pm UTC](https://forums.unrealengine.com/t/logrenderer-using-fallback-rtpso/2669043 "2025-10-27T18:58:26Z")

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We get the following warning for every single mesh/material in our 5.6 project: LogRenderer: Using fallback RTPSO I’m finding next to nothing on Google about it. I’m on a 4090 but it happens on every machine we’ve test…

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## [Shadow flickering DFAO](https://forums.unrealengine.com/t/shadow-flickering-dfao/320113)

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**Author:** [@anonymous\_user\_d0353ded1](https://forums.unrealengine.com/u/anonymous_user_d0353ded1)\
**Replies:** 3\
**Last updated:** [October 27, 2025, 6:04pm UTC](https://forums.unrealengine.com/t/shadow-flickering-dfao/320113 "2025-10-27T18:04:46Z")

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I’ve used DFAO for this scene. How can I fix this shadowing artifacts? Even if I increase the Distance field shadow resolution scale insanely high like 100. I’m still getting the error… Whats the possible fix to it? …

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## [\[ue4\] we have a external process in compute encoder in gputrace timeline ](https://forums.unrealengine.com/t/ue4-we-have-a-external-process-in-compute-encoder-in-gputrace-timeline/2678905)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 27, 2025, 4:20pm UTC](https://forums.unrealengine.com/t/ue4-we-have-a-external-process-in-compute-encoder-in-gputrace-timeline/2678905 "2025-10-27T16:20:31Z")

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We captured GPU trace files using Xcode to analyze and optimize GPU performance. We found that in the compute encoder section, besides compute shader dispatch, there is an additional overhead labeled as ‘external process…

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## [PSO creation cannot be async if RHI is recursive? ](https://forums.unrealengine.com/t/pso-creation-cannot-be-async-if-rhi-is-recursive/2668447)

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**Author:** [@AreYouPondering](https://forums.unrealengine.com/u/AreYouPondering)\
**Replies:** 1\
**Last updated:** [October 27, 2025, 3:32pm UTC](https://forums.unrealengine.com/t/pso-creation-cannot-be-async-if-rhi-is-recursive/2668447 "2025-10-27T15:32:58Z")

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I am trying to use PSO Precaching to avoid hitches. I am still getting creation hitches. Looking at what is going on, in PipelineStateCache.cpp in the function IsAsyncCompilationAllowed, it checks RHICmdList.IsRecurs…

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## [What is wrong with the shadows? (SpeedTree)](https://forums.unrealengine.com/t/what-is-wrong-with-the-shadows-speedtree/324155)

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**Author:** [@Extroding](https://forums.unrealengine.com/u/Extroding)\
**Replies:** 2\
**Last updated:** [October 27, 2025, 3:05pm UTC](https://forums.unrealengine.com/t/what-is-wrong-with-the-shadows-speedtree/324155 "2025-10-27T15:05:20Z")

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I have already bought the UE4 SpeedTree subscription and as always it’s happening again. I have these problems on the shadows’s trees as in all the object/3d Models that I tried to introduce into the program. I don’t rea…

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## [Shadow artifacts on low poly meshes](https://forums.unrealengine.com/t/shadow-artifacts-on-low-poly-meshes/2668831)

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**Author:** [@Saderako](https://forums.unrealengine.com/u/Saderako)\
**Replies:** 1\
**Last updated:** [October 27, 2025, 2:55pm UTC](https://forums.unrealengine.com/t/shadow-artifacts-on-low-poly-meshes/2668831 "2025-10-27T14:55:18Z")

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Hey, I created some low-poly meshes in Blender and imported them into UE5 and UEFN using the default import settings. You can see my Blender export settings in the image attached below. For some reason, I’m getting so…

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## [Unreal Engine 5.6.1 - OpenColorIO / ACES configuration not saving (possible bug)   ](https://forums.unrealengine.com/t/unreal-engine-5-6-1-opencolorio-aces-configuration-not-saving-possible-bug/2669019)

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**Author:** [@RAUL47](https://forums.unrealengine.com/u/RAUL47)\
**Replies:** 0\
**Last updated:** [October 27, 2025, 2:50pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-1-opencolorio-aces-configuration-not-saving-possible-bug/2669019 "2025-10-27T14:50:51Z")

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Hello, I’m having a recurring issue with Unreal Engine 5.6 related to OpenColorIO / ACES configuration. The config file used by the engine: C:\\Program Files\\Epic Games\\UE\_5.6\\Engine\\Plugins\\Compositing\\OpenColorIO\\Cont…

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## [Missing anti-aliasing in terrain edit mode? ](https://forums.unrealengine.com/t/missing-anti-aliasing-in-terrain-edit-mode/2678918)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [October 27, 2025, 2:35pm UTC](https://forums.unrealengine.com/t/missing-anti-aliasing-in-terrain-edit-mode/2678918 "2025-10-27T14:35:48Z")

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We just noticed that while in terrain edit mode, antialiasing is apparently disabled. Is this intended? I included a video but sadly I don’t think the issue is really visible because of heavy video compression.

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## [Static lightmaps missing in a game switching levels at runtime ](https://forums.unrealengine.com/t/static-lightmaps-missing-in-a-game-switching-levels-at-runtime/2678267)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 27, 2025, 2:11pm UTC](https://forums.unrealengine.com/t/static-lightmaps-missing-in-a-game-switching-levels-at-runtime/2678267 "2025-10-27T14:11:25Z")

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This question was created in reference to: \[Build lighting data missing after setting level invisible and then visible again in a packaged \[Content removed\] Hello! I am reaching out in regard to the above question, as w…

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## [Metahuman to static mesh](https://forums.unrealengine.com/t/metahuman-to-static-mesh/1654676)

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**Author:** [@meseagaci](https://forums.unrealengine.com/u/meseagaci)\
**Replies:** 2\
**Last updated:** [October 27, 2025, 1:41pm UTC](https://forums.unrealengine.com/t/metahuman-to-static-mesh/1654676 "2025-10-27T13:41:43Z")

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Hi,any idea to transform from metahuman to static mesh with hair mustache(etc.)

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## [Difference Between Local & Remote Render Using Path Tracer](https://forums.unrealengine.com/t/difference-between-local-remote-render-using-path-tracer/2668869)

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**Author:** [@jackyu00](https://forums.unrealengine.com/u/jackyu00)\
**Replies:** 2\
**Last updated:** [October 27, 2025, 10:17am UTC](https://forums.unrealengine.com/t/difference-between-local-remote-render-using-path-tracer/2668869 "2025-10-27T10:17:03Z")

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Hi Everyone, When rendering with Path Tracer, I found that the Remote Render output appears noticeably less sharp than the Local Render output, despite identical Movie Pipeline configurations and render machine. As s…

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## [Vulkan in 5.6](https://forums.unrealengine.com/t/vulkan-in-5-6/2659949)

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**Author:** [@eco\_bach2](https://forums.unrealengine.com/u/eco_bach2)\
**Replies:** 1\
**Last updated:** [October 27, 2025, 10:04am UTC](https://forums.unrealengine.com/t/vulkan-in-5-6/2659949 "2025-10-27T10:04:45Z")

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Anyone using Vulkan in 5.6? What are the disadvantages if any? Is it at feature parity with DX12 when it comes to Nanite and Lumen? I seem to have an issue getting Mesh Distance fields working with DX12. Going to try…

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## [How to simulate thick fluid injection and temporary wrinkle deformation on an eye lens surface (Unreal Engine 4.25)](https://forums.unrealengine.com/t/how-to-simulate-thick-fluid-injection-and-temporary-wrinkle-deformation-on-an-eye-lens-surface-unreal-engine-4-25/2668905)

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**Author:** [@delnian](https://forums.unrealengine.com/u/delnian)\
**Replies:** 0\
**Last updated:** [October 27, 2025, 9:05am UTC](https://forums.unrealengine.com/t/how-to-simulate-thick-fluid-injection-and-temporary-wrinkle-deformation-on-an-eye-lens-surface-unreal-engine-4-25/2668905 "2025-10-27T09:05:06Z")

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Hi everyoneو I’m trying to create a realistic visual effect of a viscous fluid being injected into the eye — similar to what happens during an IOL (intraocular lens) surgery. Here’s the behavior I want: When the flu…

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## [bStaticWhenNotMoveable in Lighting category instead of Physics ](https://forums.unrealengine.com/t/bstaticwhennotmoveable-in-lighting-category-instead-of-physics/2678254)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 27, 2025, 8:42am UTC](https://forums.unrealengine.com/t/bstaticwhennotmoveable-in-lighting-category-instead-of-physics/2678254 "2025-10-27T08:42:56Z")

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Hi there! I was hunting down a performance issue for a project when I noticed that a physics related wasn’t showing up on some (custom) blueprints. The property in question is bStaticWhenNotMoveable. After a bit of inv…

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## [Aftermath documentation is misleading ](https://forums.unrealengine.com/t/aftermath-documentation-is-misleading/2678916)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [October 27, 2025, 7:58am UTC](https://forums.unrealengine.com/t/aftermath-documentation-is-misleading/2678916 "2025-10-27T07:58:26Z")

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The documentation at https://dev.epicgames.com/documentation/en-us/unreal-engine/nvidia-nsight-aftermath-for-gpu-pipeline-debugging-in-unreal-engine states that in order to enable Aftermath you need to set r.GPUCrashDebu…

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## [PSO Precaching Misses for Landscape ](https://forums.unrealengine.com/t/pso-precaching-misses-for-landscape/2678241)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 9\
**Last updated:** [October 27, 2025, 6:31am UTC](https://forums.unrealengine.com/t/pso-precaching-misses-for-landscape/2678241 "2025-10-27T06:31:55Z")

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Hello, We created a full PSO bundle, but still receive the following issues: PSOs are precached at runtime. This is in general ok, since pre-caching is enabled, but I am wondering if this should happen at all when hav…

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## [VAT Animation — Velocity Only Works with “Time” Node](https://forums.unrealengine.com/t/vat-animation-velocity-only-works-with-time-node/2668173)

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**Author:** [@fxckenstein](https://forums.unrealengine.com/u/fxckenstein)\
**Replies:** 2\
**Last updated:** [October 27, 2025, 2:27am UTC](https://forums.unrealengine.com/t/vat-animation-velocity-only-works-with-time-node/2668173 "2025-10-27T02:27:02Z")

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Noticed an issue with Vertex Animation Textures (VAT): velocity data only generates correctly when the material is driven directly by the “Time” node. If I use a scalar parameter or a Material Parameter Collection to dri…

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## [SpawnParticlesfromOtherEmitterモジュールのDuplicateによる不可解な挙動 ](https://forums.unrealengine.com/t/spawnparticlesfromotheremitter-duplicate/2677668)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 27, 2025, 1:25am UTC](https://forums.unrealengine.com/t/spawnparticlesfromotheremitter-duplicate/2677668 "2025-10-27T01:25:42Z")

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SpawnParticlesfromOtherEmitterモジュールをContent Browser上でDuplicateしたSpawnParticlesfromOtherEmitter\_Copyモジュールを用意しました。 2つのモジュールをそれぞれ同一のNiagara Systemに適用したところ、Preview画面で表示されるエフェクトに動画のような差異が生まれてしまいます。両者のモジュールのDetails欄には全く同じ値を適用…

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## [Skeletal Mesh Shadow Render Issue](https://forums.unrealengine.com/t/skeletal-mesh-shadow-render-issue/225111)

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**Author:** [@GreaseMonkey90](https://forums.unrealengine.com/u/GreaseMonkey90)\
**Replies:** 13\
**Last updated:** [October 26, 2025, 10:02pm UTC](https://forums.unrealengine.com/t/skeletal-mesh-shadow-render-issue/225111 "2025-10-26T22:02:05Z")

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Any knows the fix for skeletal mesh that is not casting shadows in MRQ? This is my scene with rendered out with MRQ. You can see that there is no shadows appearing on the mesh behind. This image is what it looks lik…

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## [How to create 3D to 2D map view transition like Manor Lords? ](https://forums.unrealengine.com/t/how-to-create-3d-to-2d-map-view-transition-like-manor-lords/2668829)

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**Author:** [@Lovichh](https://forums.unrealengine.com/u/Lovichh)\
**Replies:** 0\
**Last updated:** [October 26, 2025, 7:49pm UTC](https://forums.unrealengine.com/t/how-to-create-3d-to-2d-map-view-transition-like-manor-lords/2668829 "2025-10-26T19:49:30Z")

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I’m trying to recreate the map view transition system seen in Manor Lords. The game seamlessly switches between: A 3D gameplay view (isometric perspective with terrain, buildings, units) A 2D strategic/diplomacy …

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## [How to turn off ambient occlusion on static mesh](https://forums.unrealengine.com/t/how-to-turn-off-ambient-occlusion-on-static-mesh/2668738)

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**Author:** [@MasterAbsinthe1](https://forums.unrealengine.com/u/MasterAbsinthe1)\
**Replies:** 0\
**Last updated:** [October 26, 2025, 9:40am UTC](https://forums.unrealengine.com/t/how-to-turn-off-ambient-occlusion-on-static-mesh/2668738 "2025-10-26T09:40:27Z")

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I have a StaticMeshActor that is casting an ambient occlusion shadow that I want to disable entirely. I’ve tried disabling “cast shadow” and all other settings in the lighting panel as well as adding a shadow bypass node…

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## [How to remove faceted shadows from my landscape?](https://forums.unrealengine.com/t/how-to-remove-faceted-shadows-from-my-landscape/2668675)

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**Author:** [@PrinceOfSloth](https://forums.unrealengine.com/u/PrinceOfSloth)\
**Replies:** 0\
**Last updated:** [October 26, 2025, 3:21am UTC](https://forums.unrealengine.com/t/how-to-remove-faceted-shadows-from-my-landscape/2668675 "2025-10-26T03:21:04Z")

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I have a lowish poly environment and my landscape is getting these boxy shadows somehow reflecting the topology of my terrain. What can I do to make the shadows smooth?

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## [Path Tracer niagara error ](https://forums.unrealengine.com/t/path-tracer-niagara-error/2668364)

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**Author:** [@ywlc](https://forums.unrealengine.com/u/ywlc)\
**Replies:** 1\
**Last updated:** [October 26, 2025, 12:42am UTC](https://forums.unrealengine.com/t/path-tracer-niagara-error/2668364 "2025-10-26T00:42:37Z")

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Hi everyone, I need some help. When I enable Path Tracer, niagara translator cannot block the fog effect in the distance How should I handle it

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## [Surface Ghosting from Flashlight](https://forums.unrealengine.com/t/surface-ghosting-from-flashlight/2658621)

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**Author:** [@Cronoss95](https://forums.unrealengine.com/u/Cronoss95)\
**Replies:** 2\
**Last updated:** [October 25, 2025, 5:49pm UTC](https://forums.unrealengine.com/t/surface-ghosting-from-flashlight/2658621 "2025-10-25T17:49:30Z")

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Hello! I noticed something weird in my current scene: Its a dark air vent the player has to crawl through and they have a flashlight. Turning a corner in the vent with the flashlight on leads to some weird ghosting alon…

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## [FAdditionalCrashContextStack PushProviderInternal Crash ](https://forums.unrealengine.com/t/fadditionalcrashcontextstack-pushproviderinternal-crash/2678253)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 24, 2025, 8:42pm UTC](https://forums.unrealengine.com/t/fadditionalcrashcontextstack-pushproviderinternal-crash/2678253 "2025-10-24T20:42:57Z")

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The crash for StackIndex \> 16 in FAdditionalCrashContextStack::PushProviderInternal. The show time is rendering nanite in virtual shadow map. There are too many point light in the place. And the pso create failed, but…

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## [Black blotches around grass](https://forums.unrealengine.com/t/black-blotches-around-grass/2668092)

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**Author:** [@TheFeatureCreatr](https://forums.unrealengine.com/u/TheFeatureCreatr)\
**Replies:** 6\
**Last updated:** [October 24, 2025, 5:21pm UTC](https://forums.unrealengine.com/t/black-blotches-around-grass/2668092 "2025-10-24T17:21:21Z")

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Hello! I apologise if this has been asked 200 times before, but I cannot find a solution to this particular issue. I am trying to find out what is causing the black shadowy blotches around certain meshes, particularly my…

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## [Issues with Shadows and MSAA enabled on 5.5 when using distance field indirect shadow.](https://forums.unrealengine.com/t/issues-with-shadows-and-msaa-enabled-on-5-5-when-using-distance-field-indirect-shadow/2283689)

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**Author:** [@NeedMoreChili](https://forums.unrealengine.com/u/NeedMoreChili)\
**Replies:** 3\
**Last updated:** [October 24, 2025, 2:59pm UTC](https://forums.unrealengine.com/t/issues-with-shadows-and-msaa-enabled-on-5-5-when-using-distance-field-indirect-shadow/2283689 "2025-10-24T14:59:49Z")

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There’s a extremely niche issue with shadowing/MSAA under very specific circumstances in UE 5.5 that I’d like to share a guide for, if anyone else encounters this problem and would rather not spend hours on it. The error…

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