# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=79

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**Page:** 80

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## [MRC- turn off primary visibilty](https://forums.unrealengine.com/t/mrc-turn-off-primary-visibilty/2662269)

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**Author:** [@mrmraw75](https://forums.unrealengine.com/u/mrmraw75)\
**Replies:** 16\
**Last updated:** [October 24, 2025, 9:06am UTC](https://forums.unrealengine.com/t/mrc-turn-off-primary-visibilty/2662269 "2025-10-24T09:06:03Z")

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hello. Simple question, but I couldn’t figure out. Other DCCs have a ‘Primary Visibility’ attribute on the objects. How do I translate this to UE? What would I do, if I want to turn off the primVis of an actor? Thanks!

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## [Lightmass Swarm Agent missing since 5.6 and not present on 5.7 as well ](https://forums.unrealengine.com/t/lightmass-swarm-agent-missing-since-5-6-and-not-present-on-5-7-as-well/2677684)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [October 24, 2025, 8:51am UTC](https://forums.unrealengine.com/t/lightmass-swarm-agent-missing-since-5-6-and-not-present-on-5-7-as-well/2677684 "2025-10-24T08:51:18Z")

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Try building lights in the scene with Unreal 5.7 from the launcher and observe how it fails.

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## [AMD GPU Crash: "Failed to create pipeline state/Compute PSO with combined hash" ](https://forums.unrealengine.com/t/amd-gpu-crash-failed-to-create-pipeline-state-compute-pso-with-combined-hash/2678234)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 24, 2025, 8:24am UTC](https://forums.unrealengine.com/t/amd-gpu-crash-failed-to-create-pipeline-state-compute-pso-with-combined-hash/2678234 "2025-10-24T08:24:22Z")

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We’ve been seeing this from time to time, and it only seems to happen on AMD cards. Is this a known issue or is there anything we could look into to debug this? No real details to speak of other than the AMD GPU detail.…

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## [BUG — motion vectors use upper-left (0.0,0.0) as center for non-skeletal/WPO offset objects](https://forums.unrealengine.com/t/bug-motion-vectors-use-upper-left-0-0-0-0-as-center-for-non-skeletal-wpo-offset-objects/2668172)

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**Author:** [@fxckenstein](https://forums.unrealengine.com/u/fxckenstein)\
**Replies:** 0\
**Last updated:** [October 24, 2025, 7:52am UTC](https://forums.unrealengine.com/t/bug-motion-vectors-use-upper-left-0-0-0-0-as-center-for-non-skeletal-wpo-offset-objects/2668172 "2025-10-24T07:52:21Z")

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Reposting with a short video that clearly shows the problem: in-game post-process velocity treats objects with World Position Offset (WPO) correctly, but the same objects without WPO produce motion vectors offset from th…

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## [High poly mesh rendering in path tracer but not in lumen](https://forums.unrealengine.com/t/high-poly-mesh-rendering-in-path-tracer-but-not-in-lumen/2667736)

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**Author:** [@Get2ThaChopper](https://forums.unrealengine.com/u/Get2ThaChopper)\
**Replies:** 2\
**Last updated:** [October 24, 2025, 6:39am UTC](https://forums.unrealengine.com/t/high-poly-mesh-rendering-in-path-tracer-but-not-in-lumen/2667736 "2025-10-24T06:39:38Z")

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Hi I have come accross a scene where I have a high poly model apx 2.2M poly and need a few tips on how to overcome this I am trying to render it in lumen but its not showing up in MRQ and if i try path tracer there is …

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## [How to avoid outline shader not override other stencil outline color?](https://forums.unrealengine.com/t/how-to-avoid-outline-shader-not-override-other-stencil-outline-color/2667754)

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**Author:** [@UTiMATE\_KIRBY](https://forums.unrealengine.com/u/UTiMATE_KIRBY)\
**Replies:** 5\
**Last updated:** [October 23, 2025, 9:13pm UTC](https://forums.unrealengine.com/t/how-to-avoid-outline-shader-not-override-other-stencil-outline-color/2667754 "2025-10-23T21:13:23Z")

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Hi, folks ! I am facing a problem with my outline shader.The shader support multiple color at once like in the image bellow. You can see that the two color are completely rendered fine. But the problem start to appea…

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## [Can't render stereoscopic 3D in frame sequence mode](https://forums.unrealengine.com/t/cant-render-stereoscopic-3d-in-frame-sequence-mode/1174815)

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**Author:** [@DominusFuror](https://forums.unrealengine.com/u/DominusFuror)\
**Replies:** 1\
**Last updated:** [October 23, 2025, 2:39pm UTC](https://forums.unrealengine.com/t/cant-render-stereoscopic-3d-in-frame-sequence-mode/1174815 "2025-10-23T14:39:42Z")

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Hello, I have a problem when rendering a stereoscopic 3D scene in frame sequence mode for active shutter glasses. I’m using Unreal version 5.2, the project is a standard nDisplay template, I’m follow this documentation …

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## [PLEASE enable the color ramp node to become a parameter in material instances...](https://forums.unrealengine.com/t/please-enable-the-color-ramp-node-to-become-a-parameter-in-material-instances/2667973)

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**Author:** [@scodyJunior](https://forums.unrealengine.com/u/scodyJunior)\
**Replies:** 1\
**Last updated:** [October 23, 2025, 2:14pm UTC](https://forums.unrealengine.com/t/please-enable-the-color-ramp-node-to-become-a-parameter-in-material-instances/2667973 "2025-10-23T14:14:46Z")

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Hi, I’m not sure if this is the place to post this, but you finally implement a basic feature like the color ramp that has been needed forever. But there is no way to expose it to instances? This parameter contributes …

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## [想问一下Ray Tracing Proxies是怎么生成的 ](https://forums.unrealengine.com/t/ray-tracing-proxies/2677677)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 23, 2025, 6:53am UTC](https://forums.unrealengine.com/t/ray-tracing-proxies/2677677 "2025-10-23T06:53:55Z")

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\[Image Removed\]项目设置里的Generate Ray Tracing Proxies开启后，重启后马上就能在模型编辑器左上角看到Ray Tracing Fallback Triangles和Ray Tracing Fallback Vertices的数量。 \[Image Removed\]项目里模型非常多，都是开了Nanite的大面数模型，按照正常模型减面不是应该等待很长时间吗，但是这些Ray Tracing Proxie…

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## [crashes while compiling shaders before render](https://forums.unrealengine.com/t/crashes-while-compiling-shaders-before-render/2667471)

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**Author:** [@aayatfilms](https://forums.unrealengine.com/u/aayatfilms)\
**Replies:** 2\
**Last updated:** [October 23, 2025, 5:38am UTC](https://forums.unrealengine.com/t/crashes-while-compiling-shaders-before-render/2667471 "2025-10-23T05:38:26Z")

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hello, when i start render from sequencer ….its compiling all the shaders before starting render…while its compiling it stops at 2-3 percent then it crashes.

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## [Help! Some assets appear in low res ](https://forums.unrealengine.com/t/help-some-assets-appear-in-low-res/2667646)

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**Author:** [@joragonh](https://forums.unrealengine.com/u/joragonh)\
**Replies:** 2\
**Last updated:** [October 23, 2025, 4:06am UTC](https://forums.unrealengine.com/t/help-some-assets-appear-in-low-res/2667646 "2025-10-23T04:06:32Z")

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Hi! Certain assets seem to appear in low resolution, which doesn’t match the developer’s images. I’ve tried everything, Scalability settings, Nanite settings, LODs… What am I missing?

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## [Issue with Translucency volume ](https://forums.unrealengine.com/t/issue-with-translucency-volume/2677167)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [October 23, 2025, 1:50am UTC](https://forums.unrealengine.com/t/issue-with-translucency-volume/2677167 "2025-10-23T01:50:20Z")

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Hi, We’re on 5.6.1 and are seeing an issue with VFX that use the translucency volume cascade where VFX that are in shadow can be lit as if they are outside in full daylight. This seems to effect particles that are in th…

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## [City Sample Buildings light of window](https://forums.unrealengine.com/t/city-sample-buildings-light-of-window/662133)

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**Author:** [@Snowbeat](https://forums.unrealengine.com/u/Snowbeat)\
**Replies:** 8\
**Last updated:** [October 23, 2025, 1:22am UTC](https://forums.unrealengine.com/t/city-sample-buildings-light-of-window/662133 "2025-10-23T01:22:59Z")

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Good morning everyone, I am starting to use this package City Sample Buildings for some buildings, I am wondering how to change the brightness of the windows (night / day), I noticed that a post-process is used but I …

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## [Indefinitely Allocated MeshPaintVirtualTexture in Commandlet ](https://forums.unrealengine.com/t/indefinitely-allocated-meshpaintvirtualtexture-in-commandlet/2677174)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [October 22, 2025, 8:50pm UTC](https://forums.unrealengine.com/t/indefinitely-allocated-meshpaintvirtualtexture-in-commandlet/2677174 "2025-10-22T20:50:37Z")

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The WorldPartitionBuilder for PCG calls FinishAllCompilation mutliple times, which leads to call MeshPaintVirtualTexture::AddAllocatedVT from AcquireAllocatedVT\_RenderThread. The commandlet (started with -AllowCommandlet…

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## [Layered Material Parameters](https://forums.unrealengine.com/t/layered-material-parameters/458926)

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**Author:** [@Outsiders\_Edge](https://forums.unrealengine.com/u/Outsiders_Edge)\
**Replies:** 5\
**Last updated:** [October 22, 2025, 8:34pm UTC](https://forums.unrealengine.com/t/layered-material-parameters/458926 "2025-10-22T20:34:43Z")

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How can I manipulate a vector parameter of a layered material in blueprint? It seems the set parameter nodes doesn’t work for the layered materials.

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## [Movie Render queue in UE5.1 - Animated actor don't move when rendering](https://forums.unrealengine.com/t/movie-render-queue-in-ue5-1-animated-actor-dont-move-when-rendering/747238)

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**Author:** [@7e9ej-8ek9](https://forums.unrealengine.com/u/7e9ej-8ek9)\
**Replies:** 2\
**Last updated:** [October 22, 2025, 7:37pm UTC](https://forums.unrealengine.com/t/movie-render-queue-in-ue5-1-animated-actor-dont-move-when-rendering/747238 "2025-10-22T19:37:04Z")

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Hi, here is my situation: When I render a scene with movie render queue, with the 5.1 version, all the mesh or characters that are supposed to be animated or manually keyframed, just don’t move. I tried the exact same …

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## [SingleLayerWater and temporal AA ghost effect ](https://forums.unrealengine.com/t/singlelayerwater-and-temporal-aa-ghost-effect/2677186)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 22, 2025, 7:25pm UTC](https://forums.unrealengine.com/t/singlelayerwater-and-temporal-aa-ghost-effect/2677186 "2025-10-22T19:25:47Z")

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I am using a scenario with a SingleLayerWater material set to opaque. The scene renders how I would imagine but with TAA or TSR enabled there is a ghosting / artifact / noise effect that can be seen of the outline of obj…

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## [Issue with stationary assets in baked lighting](https://forums.unrealengine.com/t/issue-with-stationary-assets-in-baked-lighting/2667293)

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**Author:** [@Immerserus](https://forums.unrealengine.com/u/Immerserus)\
**Replies:** 3\
**Last updated:** [October 22, 2025, 7:13pm UTC](https://forums.unrealengine.com/t/issue-with-stationary-assets-in-baked-lighting/2667293 "2025-10-22T19:13:14Z")

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I’m working in this archviz project for mobile and i’m having this issue that this door, and others inside the project that are stationary assets as well, are darker than they should be, supposed to be white, and their h…

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## [Large World Coordinates PRomote() added when using vanilla SetMaterialAttributes node ](https://forums.unrealengine.com/t/large-world-coordinates-promote-added-when-using-vanilla-setmaterialattributes-node/2667690)

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**Author:** [@cho\_chonk](https://forums.unrealengine.com/u/cho_chonk)\
**Replies:** 0\
**Last updated:** [October 22, 2025, 4:47pm UTC](https://forums.unrealengine.com/t/large-world-coordinates-promote-added-when-using-vanilla-setmaterialattributes-node/2667690 "2025-10-22T16:47:23Z")

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Hi all! When hunting for LWC usage in our materials, I noticed that it seems like some vanilla features seem to be adding LWC Promote usage. Most notably, the SetMaterialAttributes node and the VertexInterpolator node. W…

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## [Megalight WPO with Instanced Nanite Meshes ](https://forums.unrealengine.com/t/megalight-wpo-with-instanced-nanite-meshes/2677166)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [October 22, 2025, 4:29pm UTC](https://forums.unrealengine.com/t/megalight-wpo-with-instanced-nanite-meshes/2677166 "2025-10-22T16:29:29Z")

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Hi! A quick follow up on the issue MegaLights and WPO issues \[Content removed\] that doesn’t seems to be working in 5.6 and also 5.7 The problem is the ray traced shadow doesn’t work with nanite mesh with bEvaluateWorld…

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## [UE 5 Black line on Horizon](https://forums.unrealengine.com/t/ue-5-black-line-on-horizon/495563)

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**Author:** [@Aazmatazz](https://forums.unrealengine.com/u/Aazmatazz)\
**Replies:** 9\
**Last updated:** [October 22, 2025, 2:11pm UTC](https://forums.unrealengine.com/t/ue-5-black-line-on-horizon/495563 "2025-10-22T14:11:29Z")

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Hi, I have a weird problem (Could be lumens). I have an archviz scene I’m building and everything looks great. I dropped in an ocean view usingthe water materials shader on UE marketplace and I get a large black line …

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## [Crash in FStreamingManager::AddParentNewRequestsRecursive ](https://forums.unrealengine.com/t/crash-in-fstreamingmanager-addparentnewrequestsrecursive/2676447)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 22, 2025, 8:19am UTC](https://forums.unrealengine.com/t/crash-in-fstreamingmanager-addparentnewrequestsrecursive/2676447 "2025-10-22T08:19:56Z")

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Hello, We are trying to upgrade our project to 5.6.1. Unfortunately, we are experiencing crashes in NaniteStreamingManager L: 2985. The PageIndex goes out of bounds for Resources.PageStreamingStates. See attached Call s…

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## [Does FSR's quality mode setting change anything except screen percentage?](https://forums.unrealengine.com/t/does-fsrs-quality-mode-setting-change-anything-except-screen-percentage/2667336)

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**Author:** [@timmyh26](https://forums.unrealengine.com/u/timmyh26)\
**Replies:** 1\
**Last updated:** [October 22, 2025, 6:03am UTC](https://forums.unrealengine.com/t/does-fsrs-quality-mode-setting-change-anything-except-screen-percentage/2667336 "2025-10-22T06:03:18Z")

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After playing around with DLSS and FSR for a little, I’ve come to realize that there are a few problems with the blueprint nodes Nvidia supplies for handling quality setting changes, and that while DLSS is enabled, it wi…

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## [Inquiry about using RVT Output and Virtual Texture Samplers in Landscape Materials ](https://forums.unrealengine.com/t/inquiry-about-using-rvt-output-and-virtual-texture-samplers-in-landscape-materials/2676764)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 22, 2025, 2:11am UTC](https://forums.unrealengine.com/t/inquiry-about-using-rvt-output-and-virtual-texture-samplers-in-landscape-materials/2676764 "2025-10-22T02:11:39Z")

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Hello, We are currently using RVT Output in our landscape materials. Additionally, we plan to use Virtual Texture Samplers for the layer textures, as shown below Image. However, when we use both RVT Output and VT Samp…

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## [Stale GPU Scene Lighting Update Issue ](https://forums.unrealengine.com/t/stale-gpu-scene-lighting-update-issue/2678902)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [October 27, 2025, 8:02am UTC](https://forums.unrealengine.com/t/stale-gpu-scene-lighting-update-issue/2678902 "2025-10-27T08:02:37Z")

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Hello! We’re tripping the stale light update ensure (“Data for Id = %d in GPU Scene Lights is stale.”) inside of FGPUScene::UpdateGPULights. It appears to be an update race condition, or a SceneLightInfoUpdates command …

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## [Poor quality shadows at an angle](https://forums.unrealengine.com/t/poor-quality-shadows-at-an-angle/2666070)

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**Author:** [@GAGDAV](https://forums.unrealengine.com/u/GAGDAV)\
**Replies:** 4\
**Last updated:** [October 21, 2025, 9:30pm UTC](https://forums.unrealengine.com/t/poor-quality-shadows-at-an-angle/2666070 "2025-10-21T21:30:51Z")

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Hi! I’ve been struggling with managing the shadows on a building with a single-slope roof. It seems whenever the light catches the roof at an angle close to the roof’s angle itself - so any moment that isn’t early dawn,…

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## [FSR 3.1.4 frame generation is not working](https://forums.unrealengine.com/t/fsr-3-1-4-frame-generation-is-not-working/2667282)

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**Author:** [@divine123](https://forums.unrealengine.com/u/divine123)\
**Replies:** 0\
**Last updated:** [October 21, 2025, 3:32pm UTC](https://forums.unrealengine.com/t/fsr-3-1-4-frame-generation-is-not-working/2667282 "2025-10-21T15:32:34Z")

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machine: Ryzen 7 3800x GTX1070 8GB (non Ti version) 16GB 3400 RAM (UE 5.5) I’m getting 98fps with TSR with no frame generation or FSR enabling FSR (r.FidelityFX.FSR3.Enabled 1)will increase the FPS to 146. By default i…

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## [DLSS Ray Reconstruction crashes editor](https://forums.unrealengine.com/t/dlss-ray-reconstruction-crashes-editor/2667132)

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**Author:** [@OneNot](https://forums.unrealengine.com/u/OneNot)\
**Replies:** 1\
**Last updated:** [October 21, 2025, 2:26pm UTC](https://forums.unrealengine.com/t/dlss-ray-reconstruction-crashes-editor/2667132 "2025-10-21T14:26:40Z")

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After updating my project to 5.6, it started crashing. I quickly found that the issue was Ray Reconstruction. I disabled it and the problem immediately went away. (Still using DLSS-SR and NIS sharpening). Now, sometime …

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## [Metahuman Beard HairCards Transparent Backlighting UE5.6 ](https://forums.unrealengine.com/t/metahuman-beard-haircards-transparent-backlighting-ue5-6/2674564)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [October 21, 2025, 11:27am UTC](https://forums.unrealengine.com/t/metahuman-beard-haircards-transparent-backlighting-ue5-6/2674564 "2025-10-21T11:27:57Z")

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Hi there, the issue is: Backlighting of transparent HairCards, especially of Metahuman Beards as well as bright eyelashes as seen in the example image (screenshot from our project:)\[Image Removed\]This is how it looks li…

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## [Shadows bugged around the borders of the plane. Help?](https://forums.unrealengine.com/t/shadows-bugged-around-the-borders-of-the-plane-help/2667160)

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**Author:** [@LeadingSumo9835](https://forums.unrealengine.com/u/LeadingSumo9835)\
**Replies:** 0\
**Last updated:** [October 21, 2025, 10:08am UTC](https://forums.unrealengine.com/t/shadows-bugged-around-the-borders-of-the-plane-help/2667160 "2025-10-21T10:08:39Z")

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