# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=82

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**Page:** 83

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## [Ribbon renderer data corruption on AMD GPUs ](https://forums.unrealengine.com/t/ribbon-renderer-data-corruption-on-amd-gpus/2641327)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 16\
**Last updated:** [October 13, 2025, 6:22pm UTC](https://forums.unrealengine.com/t/ribbon-renderer-data-corruption-on-amd-gpus/2641327 "2025-10-13T18:22:19Z")

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When using an AMD GPU, the ribbon renderer will be susceptible to memory corruption when working under stress. This manifests as a performance hit and/or visible rendering glitches, where the ribbon’s triangles “explode”…

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## [Lighting on Copied project Different](https://forums.unrealengine.com/t/lighting-on-copied-project-different/2664759)

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**Author:** [@Yummy-Vegetables](https://forums.unrealengine.com/u/Yummy-Vegetables)\
**Replies:** 1\
**Last updated:** [October 13, 2025, 3:50pm UTC](https://forums.unrealengine.com/t/lighting-on-copied-project-different/2664759 "2025-10-13T15:50:10Z")

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I copied the entire project from 1 PC to another PC and the lighting on the inside of the building is not the same as the original project. There are no shadows, the entire lighting inside looks washed out. Outside light…

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## [Planar Reflections aren't working ](https://forums.unrealengine.com/t/planar-reflections-arent-working/2664841)

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**Author:** [@Immerserus](https://forums.unrealengine.com/u/Immerserus)\
**Replies:** 0\
**Last updated:** [October 13, 2025, 1:41pm UTC](https://forums.unrealengine.com/t/planar-reflections-arent-working/2664841 "2025-10-13T13:41:49Z")

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I’m having this problem that my planar reflections aren’t working except for this one on the second print (but when i hide it and make it reappear it stops working forever). This happened first when i used box reflectio…

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## [Vulkan error on CachyOS Linux for version 5.6.1https://forums.unrealengine.com/t/linux-launching-error-cannot-find-a-compatible-vulkan-device/1986204 ](https://forums.unrealengine.com/t/vulkan-error-on-cachyos-linux-for-version-5-6-1https-forums-unrealengine-com-t-linux-launching-error-cannot-find-a-compatible-vulkan-device-1986204/2664840)

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**Author:** [@iainnitro](https://forums.unrealengine.com/u/iainnitro)\
**Replies:** 0\
**Last updated:** [October 13, 2025, 1:41pm UTC](https://forums.unrealengine.com/t/vulkan-error-on-cachyos-linux-for-version-5-6-1https-forums-unrealengine-com-t-linux-launching-error-cannot-find-a-compatible-vulkan-device-1986204/2664840 "2025-10-13T13:41:09Z")

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Hello: I have seen this problem posted, I am running UE 5.6.1 on CachyOS which is an Arch Linux derivative. I am trying to edit the system DefaultEngine.ini as found in my user directory /home/$user/.config/Epic/Unreal…

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## [vegetation plants and bushes meshes does not appear ](https://forums.unrealengine.com/t/vegetation-plants-and-bushes-meshes-does-not-appear/2663793)

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**Author:** [@nanomanchild](https://forums.unrealengine.com/u/nanomanchild)\
**Replies:** 1\
**Last updated:** [October 13, 2025, 7:32am UTC](https://forums.unrealengine.com/t/vegetation-plants-and-bushes-meshes-does-not-appear/2663793 "2025-10-13T07:32:15Z")

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Hello everyone, its my first question in the community, since the last version of twinmotion 2025.2 i can’t load bushes meshes and vegetation, nothing is appearing. does someone know why and have a solution for me.

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## [UE5.5/5.6 Path Tracing Bug – Black Faces with Normal Adjustment Materials (FixRotateAboutAxisNormals, VAT, etc.)](https://forums.unrealengine.com/t/ue5-5-5-6-path-tracing-bug-black-faces-with-normal-adjustment-materials-fixrotateaboutaxisnormals-vat-etc/2659129)

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**Author:** [@fxckenstein](https://forums.unrealengine.com/u/fxckenstein)\
**Replies:** 6\
**Last updated:** [October 13, 2025, 7:28am UTC](https://forums.unrealengine.com/t/ue5-5-5-6-path-tracing-bug-black-faces-with-normal-adjustment-materials-fixrotateaboutaxisnormals-vat-etc/2659129 "2025-10-13T07:28:30Z")

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Hi everyone, I’ve run into a reproducible issue in Unreal Engine 5.5/5.6 when using the Path Tracer. The problem: Any material that adjusts normals to complement world position changes (for example, using FixRotateAb…

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## [The way LODData.CachedMeshCommandFlags.CachedMeshCommandHashis calculated in CacheRayTracingMeshBatch will cause assert ](https://forums.unrealengine.com/t/the-way-loddata-cachedmeshcommandflags-cachedmeshcommandhashis-calculated-in-cacheraytracingmeshbatch-will-cause-assert/2673731)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 13, 2025, 3:53am UTC](https://forums.unrealengine.com/t/the-way-loddata-cachedmeshcommandflags-cachedmeshcommandhashis-calculated-in-cacheraytracingmeshbatch-will-cause-assert/2673731 "2025-10-13T03:53:16Z")

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reason(cause) of the bug: the way LODData.CachedMeshCommandFlags.CachedMeshCommandHashis calculated in CacheRayTracingMeshBatch is too naive, if a mesh got a lot of material slots, the hash contribution of slot0 will gra…

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## [Strange Rainbow Flickering when using PlanarReflections](https://forums.unrealengine.com/t/strange-rainbow-flickering-when-using-planarreflections/2664725)

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**Author:** [@MysticTortoiseYT](https://forums.unrealengine.com/u/MysticTortoiseYT)\
**Replies:** 0\
**Last updated:** [October 13, 2025, 2:08am UTC](https://forums.unrealengine.com/t/strange-rainbow-flickering-when-using-planarreflections/2664725 "2025-10-13T02:08:31Z")

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I am getting severe rainbow flickering when attempting to use a PlanarReflection. I am developing a small VR project and therefore am using the Forward renderer with Lumen off. These issues are extremely distracting and …

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## [crash in SceneCulling.cpp](https://forums.unrealengine.com/t/crash-in-sceneculling-cpp/2664721)

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**Author:** [@zjljz](https://forums.unrealengine.com/u/zjljz)\
**Replies:** 0\
**Last updated:** [October 13, 2025, 1:40am UTC](https://forums.unrealengine.com/t/crash-in-sceneculling-cpp/2664721 "2025-10-13T01:40:04Z")

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When running my packaged project, I occasionally get an assertion failure while toggling the visibility of a SubLevel. The crash looks like this: Assertion failed: (NumInstances == 1 && InstanceSceneDataBuffers == nullp…

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## [Kumru AI Yapay Zeka and Its Potential in Unreal Engine Workflows](https://forums.unrealengine.com/t/kumru-ai-yapay-zeka-and-its-potential-in-unreal-engine-workflows/2664719)

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**Author:** [@Kimlomcara](https://forums.unrealengine.com/u/Kimlomcara)\
**Replies:** 0\
**Last updated:** [October 13, 2025, 1:29am UTC](https://forums.unrealengine.com/t/kumru-ai-yapay-zeka-and-its-potential-in-unreal-engine-workflows/2664719 "2025-10-13T01:29:58Z")

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Hi everyone, Click Now - Kumru AI I recently discovered Kumru AI Yapay Zeka, an AI-based creative tool that focuses on generating and enhancing visual content. It uses artificial intelligence to help with image refinem…

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## [CPD values in Instanced Static Meshes and HISMs in a Packed Level Actor are not editable ](https://forums.unrealengine.com/t/cpd-values-in-instanced-static-meshes-and-hisms-in-a-packed-level-actor-are-not-editable/2673730)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [October 12, 2025, 9:08pm UTC](https://forums.unrealengine.com/t/cpd-values-in-instanced-static-meshes-and-hisms-in-a-packed-level-actor-are-not-editable/2673730 "2025-10-12T21:08:42Z")

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Hello, We are using CPD values of our primitives to affect when certain primitives obstruct the player to the camera so they fade out. We group them under this FadeGroupActor, which then gathers the primitives and sets …

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## [UE 5.6 has no swarm manager](https://forums.unrealengine.com/t/ue-5-6-has-no-swarm-manager/2539483)

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**Author:** [@M41den](https://forums.unrealengine.com/u/M41den)\
**Replies:** 24\
**Last updated:** [October 12, 2025, 7:26pm UTC](https://forums.unrealengine.com/t/ue-5-6-has-no-swarm-manager/2539483 "2025-10-12T19:26:12Z")

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In Unreal Engine 5.6 Preview was an issue with baking static lights because Swarm Manager wasn’t included in Binaries/DotNET. I thought it was a preview issue and expected release version to have swarm manager or remove…

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## [VR problem with a photogrametric landscape  ](https://forums.unrealengine.com/t/vr-problem-with-a-photogrametric-landscape/2664649)

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**Author:** [@FDJLFDSFBLQS](https://forums.unrealengine.com/u/FDJLFDSFBLQS)\
**Replies:** 0\
**Last updated:** [October 12, 2025, 3:00pm UTC](https://forums.unrealengine.com/t/vr-problem-with-a-photogrametric-landscape/2664649 "2025-10-12T15:00:19Z")

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Hi guys. I’m having a problem importing a SketchUp FBX document, a photogrammetric landscape. When I launch VR, the camera always hovers over the landscape. I have no idea how to do this… Thank you very much for your he…

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## [RAM issue: Volumetric Fog w/ PT](https://forums.unrealengine.com/t/ram-issue-volumetric-fog-w-pt/2664645)

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**Author:** [@MaasMa](https://forums.unrealengine.com/u/MaasMa)\
**Replies:** 0\
**Last updated:** [October 12, 2025, 2:53pm UTC](https://forums.unrealengine.com/t/ram-issue-volumetric-fog-w-pt/2664645 "2025-10-12T14:53:54Z")

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I’ve noticed when using Volumetric Fog with the Path Tracer in UE5.6 that: the program leaks into my RAM at a rate of 0.2 GB/s. RAM leak pauses when I hit the drop-down to change the view mode from PT to any other …

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## [UE5.5 BUG, landscape grass from material doesn not cast shadow on self and terrain, only receive shadow](https://forums.unrealengine.com/t/ue5-5-bug-landscape-grass-from-material-doesn-not-cast-shadow-on-self-and-terrain-only-receive-shadow/2183584)

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**Author:** [@pgzzzxxx](https://forums.unrealengine.com/u/pgzzzxxx)\
**Replies:** 2\
**Last updated:** [October 12, 2025, 12:39am UTC](https://forums.unrealengine.com/t/ue5-5-bug-landscape-grass-from-material-doesn-not-cast-shadow-on-self-and-terrain-only-receive-shadow/2183584 "2025-10-12T00:39:45Z")

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However if you drag a static mesh version, it cast shadows again This is my engine setting This is the landscape grass setting. The grass is a market place resource in 5.4, I migrate that to 5.5 project

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## [Is using Custom Shading model better than using Postprocess?](https://forums.unrealengine.com/t/is-using-custom-shading-model-better-than-using-postprocess/1201448)

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**Author:** [@Huiro03](https://forums.unrealengine.com/u/Huiro03)\
**Replies:** 1\
**Last updated:** [October 11, 2025, 8:05pm UTC](https://forums.unrealengine.com/t/is-using-custom-shading-model-better-than-using-postprocess/1201448 "2025-10-11T20:05:33Z")

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I’m trying to make a Toon Shader on Unreal Engine. Creating using Postprocess Material was successful. However, I suddenly thought it would be more efficient to add a Toon Shading Model to the Material Editor using Cust…

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## [help reusing 'City Sample' interior cubemap on new meshes](https://forums.unrealengine.com/t/help-reusing-city-sample-interior-cubemap-on-new-meshes/2664448)

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**Author:** [@syngen1](https://forums.unrealengine.com/u/syngen1)\
**Replies:** 0\
**Last updated:** [October 11, 2025, 5:37pm UTC](https://forums.unrealengine.com/t/help-reusing-city-sample-interior-cubemap-on-new-meshes/2664448 "2025-10-11T17:37:07Z")

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I’m trying to use the Unreal city sample to create a new shot. When I use the existing window glass/cubemap material I dont get any variation, they all seem to be using the same seed, and the interior is the size of the…

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## [Is it possible to bake lit material of an object into a texture file?](https://forums.unrealengine.com/t/is-it-possible-to-bake-lit-material-of-an-object-into-a-texture-file/717901)

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**Author:** [@alx\_mjs](https://forums.unrealengine.com/u/alx_mjs)\
**Replies:** 2\
**Last updated:** [October 11, 2025, 12:45pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-bake-lit-material-of-an-object-into-a-texture-file/717901 "2025-10-11T12:45:08Z")

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Example use case: lighting an object in UE and exporting it as GLTF file for use elsewhere, like on a website that’s unlit. The texture would look like as if we merged base color with a lightmap.

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## [Does Frustum and Occlusion Culling work with Instanced Static Mesh (ISM)?](https://forums.unrealengine.com/t/does-frustum-and-occlusion-culling-work-with-instanced-static-mesh-ism/2664380)

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**Author:** [@Viniccius007](https://forums.unrealengine.com/u/Viniccius007)\
**Replies:** 1\
**Last updated:** [October 11, 2025, 12:41pm UTC](https://forums.unrealengine.com/t/does-frustum-and-occlusion-culling-work-with-instanced-static-mesh-ism/2664380 "2025-10-11T12:41:52Z")

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I had done some tests with Instanced Static Mesh, and I’m not sure if the meshes are being occluded correctly or if I’m doing something wrong. Basically I’m testing creating a terrain with blocks, but when using FreezeR…

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## [Bake Out Materials?](https://forums.unrealengine.com/t/bake-out-materials/110074)

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**Author:** [@DMHokie](https://forums.unrealengine.com/u/DMHokie)\
**Replies:** 8\
**Last updated:** [October 11, 2025, 12:23pm UTC](https://forums.unrealengine.com/t/bake-out-materials/110074 "2025-10-11T12:23:38Z")

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Can anyone explain what the Bake Out Materials option is in the static mesh editor? What exactly does it do? I can’t seem to find any documentation and can’t seem to understand what it is doing.

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## [The vertex color has been offset](https://forums.unrealengine.com/t/the-vertex-color-has-been-offset/2664110)

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**Author:** [@iZerat](https://forums.unrealengine.com/u/iZerat)\
**Replies:** 5\
**Last updated:** [October 11, 2025, 5:22am UTC](https://forums.unrealengine.com/t/the-vertex-color-has-been-offset/2664110 "2025-10-11T05:22:51Z")

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Hi, I plan to use vertex colors instead of normal ones, so I wrote the vertex colors in blender using geometric nodes After importing into Unreal Engine, the vertex color has been offset. The value I wrote 0.5 in blende…

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## [Help with cell Bombing alternative with Nanite ](https://forums.unrealengine.com/t/help-with-cell-bombing-alternative-with-nanite/2673155)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 10, 2025, 9:43pm UTC](https://forums.unrealengine.com/t/help-with-cell-bombing-alternative-with-nanite/2673155 "2025-10-10T21:43:31Z")

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I’m using Cell bombing to break up repeating textures in several situations on static meshes that are nanite. Because I need to use a voronoi texture with a particular alpha channel for the separation sections, I’m usin…

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## [Skylight Leaking Tint in Reflection ](https://forums.unrealengine.com/t/skylight-leaking-tint-in-reflection/2673157)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 10, 2025, 8:21pm UTC](https://forums.unrealengine.com/t/skylight-leaking-tint-in-reflection/2673157 "2025-10-10T20:21:42Z")

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Hi! we have an issue that seems to be with the new setting for the Skylight Leaking Tint since 5.6 in the reflection. I’ve tested it in vanilla 5.5, 5.6 and 5.7. In the image you can see where the chair is facing the cam…

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## [Quads vs. Triangles in the Asset Pipeline: Performance Considerations ](https://forums.unrealengine.com/t/quads-vs-triangles-in-the-asset-pipeline-performance-considerations/2673150)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 8\
**Last updated:** [October 10, 2025, 8:20pm UTC](https://forums.unrealengine.com/t/quads-vs-triangles-in-the-asset-pipeline-performance-considerations/2673150 "2025-10-10T20:20:23Z")

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Hi, Basically, the question is whether there is any performance benefit when an asset is made entirely of quads with uniform size propagation across its topology, compared to assets made of triangles. From some tests w…

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## [do you guys remove AA when rendering a depth pass from unreal?](https://forums.unrealengine.com/t/do-you-guys-remove-aa-when-rendering-a-depth-pass-from-unreal/2664247)

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**Author:** [@drnooe](https://forums.unrealengine.com/u/drnooe)\
**Replies:** 0\
**Last updated:** [October 10, 2025, 8:06pm UTC](https://forums.unrealengine.com/t/do-you-guys-remove-aa-when-rendering-a-depth-pass-from-unreal/2664247 "2025-10-10T20:06:32Z")

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Hi everyone, I wanted to ask something about rendering depth passes in Unreal. Do you guys actually turn off anti aliasing for that? I tried both versions, one with AA and one without, and the depth pass without it looks…

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## [Can the Velocity pass be disabled in Defered rendering?](https://forums.unrealengine.com/t/can-the-velocity-pass-be-disabled-in-defered-rendering/2085532)

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**Author:** [@oktomus\_tuatara](https://forums.unrealengine.com/u/oktomus_tuatara)\
**Replies:** 3\
**Last updated:** [October 10, 2025, 11:11am UTC](https://forums.unrealengine.com/t/can-the-velocity-pass-be-disabled-in-defered-rendering/2085532 "2025-10-10T11:11:17Z")

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Even though Motion Blur and TAA are not used in my scene, I can see using the GPU Analayzer or Unreal Insights that some time is spent on the Velocity Pass in the Render Thread (\>0.5ms, in a dev build, but still unnecess…

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## [interactive foliage](https://forums.unrealengine.com/t/interactive-foliage/2664031)

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**Author:** [@LuBuSniper](https://forums.unrealengine.com/u/LuBuSniper)\
**Replies:** 0\
**Last updated:** [October 10, 2025, 9:43am UTC](https://forums.unrealengine.com/t/interactive-foliage/2664031 "2025-10-10T09:43:52Z")

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I’m a noob, there is a few videos about interactive foliage on the internet, many of them use Rigged mesh to make it interactive, but I think that will cost a lot on performance, so I found this way, but my question i…

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## [Switch nodes / bool parameters in material graph broken in Unreal 5.6?](https://forums.unrealengine.com/t/switch-nodes-bool-parameters-in-material-graph-broken-in-unreal-5-6/2663797)

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**Author:** [@GlennD128](https://forums.unrealengine.com/u/GlennD128)\
**Replies:** 3\
**Last updated:** [October 10, 2025, 8:32am UTC](https://forums.unrealengine.com/t/switch-nodes-bool-parameters-in-material-graph-broken-in-unreal-5-6/2663797 "2025-10-10T08:32:17Z")

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We have just discovered that some boolean based switch nodes in one of our materials were randomly enabling and disabling themselves whenever we used any parameters in our material instance. The switch nodes were for nor…

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## [How can I render a depth pass alone in Unreal Engine without producing the beauty pass?](https://forums.unrealengine.com/t/how-can-i-render-a-depth-pass-alone-in-unreal-engine-without-producing-the-beauty-pass/2663971)

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**Author:** [@drnooe](https://forums.unrealengine.com/u/drnooe)\
**Replies:** 0\
**Last updated:** [October 10, 2025, 5:57am UTC](https://forums.unrealengine.com/t/how-can-i-render-a-depth-pass-alone-in-unreal-engine-without-producing-the-beauty-pass/2663971 "2025-10-10T05:57:16Z")

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Hey everyone, I’m trying to render a clean depth pass in Unreal using movie render Queue, without having the beauty pass render along with it. At the moment, when I assign a post-process material that outputs the scene d…

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## [MegaLight Virtual Shadows bug](https://forums.unrealengine.com/t/megalight-virtual-shadows-bug/2662068)

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**Author:** [@hardway](https://forums.unrealengine.com/u/hardway)\
**Replies:** 1\
**Last updated:** [October 10, 2025, 1:00am UTC](https://forums.unrealengine.com/t/megalight-virtual-shadows-bug/2662068 "2025-10-10T01:00:58Z")

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Objects with shadow cast disabled cause artifacts.

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