# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=81

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**Page:** 82

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## [Surface cache statistics ](https://forums.unrealengine.com/t/surface-cache-statistics/2675304)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 16, 2025, 5:08pm UTC](https://forums.unrealengine.com/t/surface-cache-statistics/2675304 "2025-10-16T17:08:41Z")

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We have noticed that the default settings for number of surface cache cards to update per frame was quite costly and tried lowering that. Of course that leads to much slower updates in scene lighting in general which led…

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## [The Export option disappeared](https://forums.unrealengine.com/t/the-export-option-disappeared/230999)

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**Author:** [@ArtemisLin](https://forums.unrealengine.com/u/ArtemisLin)\
**Replies:** 1\
**Last updated:** [October 16, 2025, 12:51pm UTC](https://forums.unrealengine.com/t/the-export-option-disappeared/230999 "2025-10-16T12:51:02Z")

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Hi, I want to export some textures from my UE4 project, but when I right-click a texture, there is no 'Export ’ option, just some general textures, I don’t know why these textures can’t be exported. Does anybody know? …

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## [GPU Crash - Invalid use of a render target, resource specified by transition barrier does not match with the state (FParticleStatePosition/FParticleStateVelocity) ](https://forums.unrealengine.com/t/gpu-crash-invalid-use-of-a-render-target-resource-specified-by-transition-barrier-does-not-match-with-the-state-fparticlestateposition-fparticlestatevelocity/2675314)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 17, 2025, 3:25am UTC](https://forums.unrealengine.com/t/gpu-crash-invalid-use-of-a-render-target-resource-specified-by-transition-barrier-does-not-match-with-the-state-fparticlestateposition-fparticlestatevelocity/2675314 "2025-10-17T03:25:18Z")

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We have been investigating an on-going GPU Crash report that has been affecting a significant portion of players in our game. We’re running a 5.5 custom build, but as far as the renderer specifically is concerned only ch…

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## [Conversion from FColor to FLinearColor ](https://forums.unrealengine.com/t/conversion-from-fcolor-to-flinearcolor/2675052)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 16, 2025, 7:59am UTC](https://forums.unrealengine.com/t/conversion-from-fcolor-to-flinearcolor/2675052 "2025-10-16T07:59:53Z")

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Looking at the conversion done in the constructor of FLinearColor taking an FColor I see the precomputed table sRGBToLinearTable is used. In the comment specifies the formula used: Color \> 0.04045 ? pow( Color \* (1.0 / …

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## [Why is the shadow rendering on my mesh broken but in unlit rending my mesh is fine ](https://forums.unrealengine.com/t/why-is-the-shadow-rendering-on-my-mesh-broken-but-in-unlit-rending-my-mesh-is-fine/2665748)

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**Author:** [@Sorjuana\_dev](https://forums.unrealengine.com/u/Sorjuana_dev)\
**Replies:** 0\
**Last updated:** [October 16, 2025, 5:06am UTC](https://forums.unrealengine.com/t/why-is-the-shadow-rendering-on-my-mesh-broken-but-in-unlit-rending-my-mesh-is-fine/2665748 "2025-10-16T05:06:19Z")

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Hello, so as the title says the shadow placement is entirely wrong and it casts a double shadow on each side but leaves the sides lit up. In the unlit render it looks completely fine its only the shadow render that messe…

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## [StartAndWaitForRemoteCompileServices卡死 ](https://forums.unrealengine.com/t/startandwaitforremotecompileservices/2675287)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [October 16, 2025, 4:52am UTC](https://forums.unrealengine.com/t/startandwaitforremotecompileservices/2675287 "2025-10-16T04:52:37Z")

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StartAndWaitForRemoteCompileServices函数Block了，推测发生在GameThread上，所以GameThread被卡住了 ​ 在BlockRendering函数内，第一个BlockedTrigger-\>Wait，等待的Task也是发送到GameThread上的，所以就卡住了 ​ 这样游戏就没有任何响应 ​\[Image Removed\] \[Image Removed\] \[Image Rem…

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## [Frequent PSO Crash ](https://forums.unrealengine.com/t/frequent-pso-crash/2675041)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 15, 2025, 9:16pm UTC](https://forums.unrealengine.com/t/frequent-pso-crash/2675041 "2025-10-15T21:16:55Z")

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Hello! We are getting a pretty consistent assert in MarkCompliaionComplete (PSOPrecacheMaterial.cpp): LogWindows: Error: appError called: Assertion failed: !CheckCompilingPSOs(\*FindResult, false ) \[File:\\Engine\\Source\\…

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## [Why are sprites disappearing?](https://forums.unrealengine.com/t/why-are-sprites-disappearing/335333)

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**Author:** [@anonymous\_user\_34d37a671](https://forums.unrealengine.com/u/anonymous_user_34d37a671)\
**Replies:** 5\
**Last updated:** [October 15, 2025, 7:53pm UTC](https://forums.unrealengine.com/t/why-are-sprites-disappearing/335333 "2025-10-15T19:53:06Z")

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So I’m working on a paper 2d game and when I go into play mode certain environment sprites disappear, unless the player sprite runs over them facing to the right. When that happens the player sprite becomes like a window…

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## [Light Leak Issue in Modular Buildings (Lumen / HZBTraversal) ](https://forums.unrealengine.com/t/light-leak-issue-in-modular-buildings-lumen-hzbtraversal/2675031)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [October 15, 2025, 6:03pm UTC](https://forums.unrealengine.com/t/light-leak-issue-in-modular-buildings-lumen-hzbtraversal/2675031 "2025-10-15T18:03:46Z")

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Hello, In the project I’m currently working on, we’ve encountered a strange light leak issue in modular buildings. The project has r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal set to 0, which we initially did to …

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## [Font Material Individual Letter/Character Bounce With World Position](https://forums.unrealengine.com/t/font-material-individual-letter-character-bounce-with-world-position/455661)

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**Author:** [@cupcakefury](https://forums.unrealengine.com/u/cupcakefury)\
**Replies:** 1\
**Last updated:** [October 15, 2025, 5:37pm UTC](https://forums.unrealengine.com/t/font-material-individual-letter-character-bounce-with-world-position/455661 "2025-10-15T17:37:21Z")

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Hello, I would like to know if there’s a way to make a font material with a bounce effect on each individual character. So a wave-like effect that goes across each letter. Attached below is my current setup, which cause…

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## [Hide/Only Show Actors for Camera?](https://forums.unrealengine.com/t/hide-only-show-actors-for-camera/106214)

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**Author:** [@drb1992](https://forums.unrealengine.com/u/drb1992)\
**Replies:** 5\
**Last updated:** [October 15, 2025, 5:17pm UTC](https://forums.unrealengine.com/t/hide-only-show-actors-for-camera/106214 "2025-10-15T17:17:22Z")

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The Scene Capture 2d component has the ability to Hide or Only Show certain actors and components. Is it possible for a camera to do this? I know it would require some code. I’m just trying to gauge how feasible it would…

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## [UNREAL ENGINE 5.4 EXTREMELY BAD PERFORMANCE](https://forums.unrealengine.com/t/unreal-engine-5-4-extremely-bad-performance/1821126)

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**Author:** [@kilichamza77](https://forums.unrealengine.com/u/kilichamza77)\
**Replies:** 133\
**Last updated:** [October 15, 2025, 4:46pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-4-extremely-bad-performance/1821126 "2025-10-15T16:46:19Z")

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Hi everyone, I have upgraded my UE 5.3.1 to 5.4. And performance is extremely bad. In Version 5.3, I was getting an average of 120FPS at Normal settings and 60-70FPS at High and EPIC settings. In Version 5.4, I get 15…

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## [Follow up on Missing PSO Precaches in the engine ](https://forums.unrealengine.com/t/follow-up-on-missing-pso-precaches-in-the-engine/2675047)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [October 15, 2025, 3:43pm UTC](https://forums.unrealengine.com/t/follow-up-on-missing-pso-precaches-in-the-engine/2675047 "2025-10-15T15:43:31Z")

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This question was created in reference to: \[Missing PSO Precaches in the \[Content removed\] Hi Tim, Sorry for the long delay, but here is the PR: https://github.com/EpicGames/UnrealEngine/pull/13926 (the original post i…

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## [UE5.4 simply using tranlucent material distort mesh](https://forums.unrealengine.com/t/ue5-4-simply-using-tranlucent-material-distort-mesh/2665538)

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**Author:** [@pgzzzxxx](https://forums.unrealengine.com/u/pgzzzxxx)\
**Replies:** 0\
**Last updated:** [October 15, 2025, 1:45pm UTC](https://forums.unrealengine.com/t/ue5-4-simply-using-tranlucent-material-distort-mesh/2665538 "2025-10-15T13:45:08Z")

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If I change the material to opaque lit then it shows the correct mesh TESTED WITH NANITE ON AND OFF, no help This is ridiculous, I even does not turn on refraction in the former translucent mode

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## [Imposter Baker Not Working](https://forums.unrealengine.com/t/imposter-baker-not-working/2665324)

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**Author:** [@Leedo](https://forums.unrealengine.com/u/Leedo)\
**Replies:** 1\
**Last updated:** [October 15, 2025, 1:12pm UTC](https://forums.unrealengine.com/t/imposter-baker-not-working/2665324 "2025-10-15T13:12:25Z")

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Hi, I created empty project and I have a problem in imposter baker it’s stuck on “capturing” and never ending!!! UE 5.5.4 Thank you in advance…

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## [Asset creation pipeline for nanite static meshes ](https://forums.unrealengine.com/t/asset-creation-pipeline-for-nanite-static-meshes/2675029)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 15, 2025, 5:14pm UTC](https://forums.unrealengine.com/t/asset-creation-pipeline-for-nanite-static-meshes/2675029 "2025-10-15T17:14:33Z")

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Hello, I am looking for general guidance for the Nanite asset creation pipeline for environments (excluding vegetation). We will be using Lumen, so the environment will be assembled using modular assets. Questions are…

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## [Shadow Problems ](https://forums.unrealengine.com/t/shadow-problems/2664875)

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**Author:** [@MorrisTsang](https://forums.unrealengine.com/u/MorrisTsang)\
**Replies:** 1\
**Last updated:** [October 15, 2025, 1:38am UTC](https://forums.unrealengine.com/t/shadow-problems/2664875 "2025-10-15T01:38:15Z")

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This is a 3D NFT character made in blender with around 900 cubes. Why is the design in the top (Mac Testing) is different from the testing in the bottom (iOS Standalone Mobile testing). The top one looks clean, whil…

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## [Spline mesh deform breaks WPO when used with Nanite meshes ](https://forums.unrealengine.com/t/spline-mesh-deform-breaks-wpo-when-used-with-nanite-meshes/2674554)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [October 14, 2025, 8:21pm UTC](https://forums.unrealengine.com/t/spline-mesh-deform-breaks-wpo-when-used-with-nanite-meshes/2674554 "2025-10-14T20:21:28Z")

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Hello everyone, I’ve found an issue when using a Nanite mesh in a spline mesh component and a material that applies WPO based on the vertex normal the results look very different to what you get when using the same mate…

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## [UE4 4.24 SSGI + AO Implementation](https://forums.unrealengine.com/t/ue4-4-24-ssgi-ao-implementation/135071)

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**Author:** [@KHM3dia](https://forums.unrealengine.com/u/KHM3dia)\
**Replies:** 38\
**Last updated:** [October 14, 2025, 5:33pm UTC](https://forums.unrealengine.com/t/ue4-4-24-ssgi-ao-implementation/135071 "2025-10-14T17:33:27Z")

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Do ive started using the SSGI added in 4.24 and must say it looks awesome so far. However my only downside with it is that it completely removes the SSAO from the post process. Is there another way to introduce AO beside…

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## [Shadows & details dissapears at distance.](https://forums.unrealengine.com/t/shadows-details-dissapears-at-distance/2664765)

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**Author:** [@Tim\_4D\_Construct](https://forums.unrealengine.com/u/Tim_4D_Construct)\
**Replies:** 1\
**Last updated:** [October 14, 2025, 4:49pm UTC](https://forums.unrealengine.com/t/shadows-details-dissapears-at-distance/2664765 "2025-10-14T16:49:30Z")

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Like the title says shadows and details dissapears at distance. I don’t know what settings I need to change for this to not happen. It also happens when I render out frames. Also the light is quite noisy and moves around…

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## [Lightmaps for Instanced static meshes. Broken?](https://forums.unrealengine.com/t/lightmaps-for-instanced-static-meshes-broken/2665201)

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**Author:** [@9Evgeny9](https://forums.unrealengine.com/u/9Evgeny9)\
**Replies:** 1\
**Last updated:** [October 14, 2025, 4:25pm UTC](https://forums.unrealengine.com/t/lightmaps-for-instanced-static-meshes-broken/2665201 "2025-10-14T16:25:16Z")

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I create a model (LOD0, LOD1, LOD2, 128x128px lightmaps for each). When i place it on scene i.e. 50 pcs, LODs and lightmaps works perfectly. When i create ISM from this 50 meshes, individual LODs switching perfectly, bu…

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## [face normals in twinmotion ](https://forums.unrealengine.com/t/face-normals-in-twinmotion/2665271)

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**Author:** [@YYYY4](https://forums.unrealengine.com/u/YYYY4)\
**Replies:** 0\
**Last updated:** [October 14, 2025, 3:36pm UTC](https://forums.unrealengine.com/t/face-normals-in-twinmotion/2665271 "2025-10-14T15:36:07Z")

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how to fix mirrored faces in a 3D modeling that appear black

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## [Screen stretching ](https://forums.unrealengine.com/t/screen-stretching/2674548)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [October 14, 2025, 3:07pm UTC](https://forums.unrealengine.com/t/screen-stretching/2674548 "2025-10-14T15:07:52Z")

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I wanted to see if there’s been any movement on this issue: It seems to repro with TSR as well, which suggests its not an issue limited to DLSS. There is some discussion in this thread that it relates to how UE separa…

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## [light zones and lines on the textures ](https://forums.unrealengine.com/t/light-zones-and-lines-on-the-textures/2665251)

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**Author:** [@ThinLIneGroup](https://forums.unrealengine.com/u/ThinLIneGroup)\
**Replies:** 0\
**Last updated:** [October 14, 2025, 2:59pm UTC](https://forums.unrealengine.com/t/light-zones-and-lines-on-the-textures/2665251 "2025-10-14T14:59:11Z")

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On the final rendering, lines or areas appear lighter than the textures. I checked the model, and it is okay, but these stains appear in several textures that I selected from Megascans. Is it a texture problem? Or is …

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## [Niagara Particles.RibbonUVDistance doesn't seem to work ](https://forums.unrealengine.com/t/niagara-particles-ribbonuvdistance-doesnt-seem-to-work/2674123)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 14, 2025, 9:08am UTC](https://forums.unrealengine.com/t/niagara-particles-ribbonuvdistance-doesnt-seem-to-work/2674123 "2025-10-14T09:08:16Z")

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Hello, I can’t figure out how to use RibbonUVDistance. It seems to be always 0. See the attached scene. Can’t find much information about this attribute in the forums. I just need 0-1 value along the ribbon Thanks, Iv…

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## [Black artifacts on landscape at distance when close to the surface](https://forums.unrealengine.com/t/black-artifacts-on-landscape-at-distance-when-close-to-the-surface/2258724)

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**Author:** [@Ciasny\_LIVE](https://forums.unrealengine.com/u/Ciasny_LIVE)\
**Replies:** 11\
**Last updated:** [October 14, 2025, 8:56am UTC](https://forums.unrealengine.com/t/black-artifacts-on-landscape-at-distance-when-close-to-the-surface/2258724 "2025-10-14T08:56:05Z")

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Hi, im having issues with rendering landscape on distance, im getting those black artifacts while being close to the ground, they dissapear when the camera is higher above the landscape surface. It does happen on a fresh…

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## [Fog is not displayed](https://forums.unrealengine.com/t/fog-is-not-displayed/2665058)

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**Author:** [@Artmadi](https://forums.unrealengine.com/u/Artmadi)\
**Replies:** 0\
**Last updated:** [October 14, 2025, 4:26am UTC](https://forums.unrealengine.com/t/fog-is-not-displayed/2665058 "2025-10-14T04:26:51Z")

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Yesterday everything worked, but today I opened the same file and the fog became a plane. Rebooting doesn’t help. I do not know what to do…?

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## [Lightmass CalculatePointShadowing has regression in UE5.6 ](https://forums.unrealengine.com/t/lightmass-calculatepointshadowing-has-regression-in-ue5-6/2675033)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 15, 2025, 9:08pm UTC](https://forums.unrealengine.com/t/lightmass-calculatepointshadowing-has-regression-in-ue5-6/2675033 "2025-10-15T21:08:53Z")

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Hi, I’m writing to report a regression/result change we’ve encountered in the Build Lighting process when using Lightmass in Unreal Engine 5.6. We’ve attached both the reproduction steps and a minimal repro project to …

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## [DistanceToNearestSurface doesn't work correctly ](https://forums.unrealengine.com/t/distancetonearestsurface-doesnt-work-correctly/2674113)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [October 13, 2025, 10:36pm UTC](https://forums.unrealengine.com/t/distancetonearestsurface-doesnt-work-correctly/2674113 "2025-10-13T22:36:29Z")

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Hello, We are testing different approaches to blend static meshes with the terrain. Using RVT is problematic for us, since we run out of memory. Another option is to reuse the global mesh distance field. However after a…

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## [Pixel shader too blurry ](https://forums.unrealengine.com/t/pixel-shader-too-blurry/2664303)

<div class="topic-metadata">

**Author:** [@Mega-Structure](https://forums.unrealengine.com/u/Mega-Structure)\
**Replies:** 7\
**Last updated:** [October 13, 2025, 10:24pm UTC](https://forums.unrealengine.com/t/pixel-shader-too-blurry/2664303 "2025-10-13T22:24:20Z")

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I want to create a pixel effect for my game and I’ve hit a roadblock. I set these variables in DefaultEngine.ini as the picture shows. This works to a degree, as you can see in the image below: But upon zooming i…

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