# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=83

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**Page:** 84

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## [HZBOcclusion stalls renderthread on RHI flush ](https://forums.unrealengine.com/t/hzbocclusion-stalls-renderthread-on-rhi-flush/2672943)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 9, 2025, 11:16pm UTC](https://forums.unrealengine.com/t/hzbocclusion-stalls-renderthread-on-rhi-flush/2672943 "2025-10-09T23:16:43Z")

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I have hit a pretty lengthy stall here where the renderthread is waiting for a sigificantly long flush on the RHI. Is there a way to avoid this? I don’t mind grabbing older frame data if that’s why we’re doing this. \[Im…

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## [Renderthread always starts with a wait ](https://forums.unrealengine.com/t/renderthread-always-starts-with-a-wait/2672944)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [October 9, 2025, 11:13pm UTC](https://forums.unrealengine.com/t/renderthread-always-starts-with-a-wait/2672944 "2025-10-09T23:13:18Z")

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Whenever I profile, I find my render thread time is inflated with a couple ms wait at the very beginning. If I look at parallel tasks in insights, the most suspicious one is DeleteSceneRenderer. The wait seems to complet…

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## [Embree crashes in lightmapping/distance field and lumen card generation ](https://forums.unrealengine.com/t/embree-crashes-in-lightmapping-distance-field-and-lumen-card-generation/2672938)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [October 9, 2025, 10:05pm UTC](https://forums.unrealengine.com/t/embree-crashes-in-lightmapping-distance-field-and-lumen-card-generation/2672938 "2025-10-09T22:05:34Z")

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Hi, running VLM only lightmapping on 5.6 has suddenly started crashing in Embree code. I have disabled Embree for lightmapping to get around the issue for now but we have started hitting similar crashes during Lumen Car…

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## [Render code crashes caused by ShaderMap mismatch in UniformExpressionCache ](https://forums.unrealengine.com/t/render-code-crashes-caused-by-shadermap-mismatch-in-uniformexpressioncache/2672940)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 11\
**Last updated:** [October 9, 2025, 9:53pm UTC](https://forums.unrealengine.com/t/render-code-crashes-caused-by-shadermap-mismatch-in-uniformexpressioncache/2672940 "2025-10-09T21:53:25Z")

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Hello, We have quite a high crash rate in the rendering code on production, as well as many GPU crashes. CPU crashes in rendering are all over the place, suggesting a memory stomp. We conducted an extensive test of a bu…

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## [Uninitialized value in Material PreshaderBuffer ](https://forums.unrealengine.com/t/uninitialized-value-in-material-preshaderbuffer/2674118)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 13, 2025, 7:29pm UTC](https://forums.unrealengine.com/t/uninitialized-value-in-material-preshaderbuffer/2674118 "2025-10-13T19:29:36Z")

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We noticed some inconsistencies when toggling static switches of materials in the Material Constant Editor after updating to 5.6. The issue would manifest in the form of the preview material disappearing or having the wr…

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## [AActor::bIsEditorOnlyActor with Game View enabled behaves inconsistently for Nanite and non-Nanite static meshes ](https://forums.unrealengine.com/t/aactor-biseditoronlyactor-with-game-view-enabled-behaves-inconsistently-for-nanite-and-non-nanite-static-meshes/2669602)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 9, 2025, 5:24pm UTC](https://forums.unrealengine.com/t/aactor-biseditoronlyactor-with-game-view-enabled-behaves-inconsistently-for-nanite-and-non-nanite-static-meshes/2669602 "2025-10-09T17:24:41Z")

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In editor, when Game View is toggled, the visibility of actors with AActor::bIsEditorOnlyActor set to true is toggled. This works correctly for non-Nanite static mesh actors but does not work for Nanite static mesh actor…

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## [UE5 Sequencer not rendering the correct Camera/Shot](https://forums.unrealengine.com/t/ue5-sequencer-not-rendering-the-correct-camera-shot/634406)

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**Author:** [@FilmryStudios](https://forums.unrealengine.com/u/FilmryStudios)\
**Replies:** 36\
**Last updated:** [October 9, 2025, 4:11pm UTC](https://forums.unrealengine.com/t/ue5-sequencer-not-rendering-the-correct-camera-shot/634406 "2025-10-09T16:11:49Z")

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Hello Im having issues with my UE 5 sequencer - I have a camera cut track with the binding correct and the image shows you what the camera sees and the send image shows what the camera is rendering When I go to render …

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## [Lumen glow / lack of AO under geometry](https://forums.unrealengine.com/t/lumen-glow-lack-of-ao-under-geometry/2663816)

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**Author:** [@Cinerius1](https://forums.unrealengine.com/u/Cinerius1)\
**Replies:** 0\
**Last updated:** [October 9, 2025, 4:05pm UTC](https://forums.unrealengine.com/t/lumen-glow-lack-of-ao-under-geometry/2663816 "2025-10-09T16:05:18Z")

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As you can see there’s light where it shouldn’t be under my car wheels. Console commands that have proven useful or impactful in some ways are: r.Lumen.ScreenProbeGather.ShortRangeAO.HardwareRayTracing 1 r.Lumen.Sc…

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## [srv maximum number allowed (8) in Huawei Mate ](https://forums.unrealengine.com/t/srv-maximum-number-allowed-8-in-huawei-mate/2663734)

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**Author:** [@heavenFreeNew](https://forums.unrealengine.com/u/heavenFreeNew)\
**Replies:** 0\
**Last updated:** [October 9, 2025, 1:04pm UTC](https://forums.unrealengine.com/t/srv-maximum-number-allowed-8-in-huawei-mate/2663734 "2025-10-09T13:04:58Z")

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I Deploy a project In Huawei Mate70, but Compute shader failed to compile & link. Here is the error log: The number of compute shader storage blocks (9) is greater than the maximum number allowed (8). /Engine/Private/…

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## [Is it possible to change the near clipping plane?](https://forums.unrealengine.com/t/is-it-possible-to-change-the-near-clipping-plane/279779)

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**Author:** [@Demonicated](https://forums.unrealengine.com/u/Demonicated)\
**Replies:** 11\
**Last updated:** [October 9, 2025, 11:30am UTC](https://forums.unrealengine.com/t/is-it-possible-to-change-the-near-clipping-plane/279779 "2025-10-09T11:30:02Z")

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I have some small objects that disappear when I get too close to them. Is it possible to adjust the near clip?

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## [\[Request\] Export Material/Graph Network As Image File](https://forums.unrealengine.com/t/request-export-material-graph-network-as-image-file/275201)

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**Author:** [@ue4-archive](https://forums.unrealengine.com/u/ue4-archive)\
**Replies:** 4\
**Last updated:** [October 9, 2025, 10:44am UTC](https://forums.unrealengine.com/t/request-export-material-graph-network-as-image-file/275201 "2025-10-09T10:44:58Z")

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This has been something I’ve been looking for for a while but never thought to ask about it. Sometimes when we want to share some of our work, particularly materials, we often have to screen shot the material network se…

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## [How to troubleshoot crashing MRQ renders? (UE 5.6.1)](https://forums.unrealengine.com/t/how-to-troubleshoot-crashing-mrq-renders-ue-5-6-1/2653096)

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**Author:** [@Ben\_Blau](https://forums.unrealengine.com/u/Ben_Blau)\
**Replies:** 2\
**Last updated:** [October 9, 2025, 9:20am UTC](https://forums.unrealengine.com/t/how-to-troubleshoot-crashing-mrq-renders-ue-5-6-1/2653096 "2025-10-09T09:20:17Z")

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Hello, everyone! I’d like to start an up to date thread on how to troubleshoot crashing renders. I have a level sequence that is crashing on any computer I try to use to render it, including my very powerful Puget workst…

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## [When I turn off the light, the environment darkens very slowly!](https://forums.unrealengine.com/t/when-i-turn-off-the-light-the-environment-darkens-very-slowly/2268509)

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**Author:** [@shu\_tigin](https://forums.unrealengine.com/u/shu_tigin)\
**Replies:** 4\
**Last updated:** [October 9, 2025, 5:58am UTC](https://forums.unrealengine.com/t/when-i-turn-off-the-light-the-environment-darkens-very-slowly/2268509 "2025-10-09T05:58:09Z")

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Hi everyone! I use lumen for stage lighting. You see it in the attached video. After turning off the lights, it gets dark very slowly!

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## [Nailing Down Expensive Lumen Scene Updates ](https://forums.unrealengine.com/t/nailing-down-expensive-lumen-scene-updates/2672958)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [October 9, 2025, 4:47am UTC](https://forums.unrealengine.com/t/nailing-down-expensive-lumen-scene-updates/2672958 "2025-10-09T04:47:05Z")

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Hello, In our efforts to optimize some critical paths we’ve continually noticed that some areas of our game tend to exhibit high GPU and render thread costs due to continuous Lumen Scene updates (updating things like lum…

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## [Incorrect Lumen Scene direct lighting when objects behind/beneath masked landscape. ](https://forums.unrealengine.com/t/incorrect-lumen-scene-direct-lighting-when-objects-behind-beneath-masked-landscape/2672622)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [October 8, 2025, 10:26pm UTC](https://forums.unrealengine.com/t/incorrect-lumen-scene-direct-lighting-when-objects-behind-beneath-masked-landscape/2672622 "2025-10-08T22:26:21Z")

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When objects are placed behind/beneath a masked landscape and r.Lumen.HardwareRayTracing.SurfaceCacheAlphaMasking is enabled, the direct light evaluation is incorrect. Setting Context.bAcceptFirstHitAndEndSearch to fals…

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## [Nanite with Fast Moving Geometry ](https://forums.unrealengine.com/t/nanite-with-fast-moving-geometry/2672588)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [October 8, 2025, 9:15pm UTC](https://forums.unrealengine.com/t/nanite-with-fast-moving-geometry/2672588 "2025-10-08T21:15:53Z")

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Hi everyone, I’m encountering conflicting and somewhat vague guidance regarding the use of Nanite for fast-moving objects, specifically trains, which in our setup are Nanite static meshes attached to an empty skeletal m…

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## [Add value readable by Emitters to FNiagaraSystemParameters ](https://forums.unrealengine.com/t/add-value-readable-by-emitters-to-fniagarasystemparameters/2672587)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 8, 2025, 9:13pm UTC](https://forums.unrealengine.com/t/add-value-readable-by-emitters-to-fniagarasystemparameters/2672587 "2025-10-08T21:13:33Z")

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We would like to add a custom value for “SystemOverlaps” to FNiagaraSystemParameters to be readable from our emitters. This value would be used reduce our emitter spawn count to zero to eliminate spawning any particles f…

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## [Grass (HISM Component placed via PCG) flickers when a nearby actor visibility changes ](https://forums.unrealengine.com/t/grass-hism-component-placed-via-pcg-flickers-when-a-nearby-actor-visibility-changes/2672585)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 8\
**Last updated:** [October 8, 2025, 8:05pm UTC](https://forums.unrealengine.com/t/grass-hism-component-placed-via-pcg-flickers-when-a-nearby-actor-visibility-changes/2672585 "2025-10-08T20:05:24Z")

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The grass rendered by the HISM component flickers on and off when a nearby actor visibility changes and teleports. It seems that rebuilding the tree at runtime does fix the issue temporarily but the issue persists even a…

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## [Rect lights and directional light problem in a closed room ](https://forums.unrealengine.com/t/rect-lights-and-directional-light-problem-in-a-closed-room/2663543)

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**Author:** [@programist1112](https://forums.unrealengine.com/u/programist1112)\
**Replies:** 0\
**Last updated:** [October 8, 2025, 7:49pm UTC](https://forums.unrealengine.com/t/rect-lights-and-directional-light-problem-in-a-closed-room/2663543 "2025-10-08T19:49:32Z")

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Hey everyone, I’m having this problem in Unreal Engine 5.5.4. When I have two rect lights close together in a closed room with a directional light added to the scene, I get these square artifacts on the walls and floor. …

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## [World Offset (depth) with Fracture and Geo Collections](https://forums.unrealengine.com/t/world-offset-depth-with-fracture-and-geo-collections/2663537)

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**Author:** [@Zuzzzzza](https://forums.unrealengine.com/u/Zuzzzzza)\
**Replies:** 0\
**Last updated:** [October 8, 2025, 7:25pm UTC](https://forums.unrealengine.com/t/world-offset-depth-with-fracture-and-geo-collections/2663537 "2025-10-08T19:25:41Z")

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So I’m building a game about fracturing stones. I wanted to use PBR materials with depth (so that it makes verticies stick out) but cannot make it happen. Using world offset makes meshes break at the seams of the UV - w…

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## [Shadow LOD (or something) is creating a nasty pixelized shadow from a distance](https://forums.unrealengine.com/t/shadow-lod-or-something-is-creating-a-nasty-pixelized-shadow-from-a-distance/2663333)

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**Author:** [@behastie](https://forums.unrealengine.com/u/behastie)\
**Replies:** 2\
**Last updated:** [October 8, 2025, 7:22pm UTC](https://forums.unrealengine.com/t/shadow-lod-or-something-is-creating-a-nasty-pixelized-shadow-from-a-distance/2663333 "2025-10-08T19:22:30Z")

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I’m getting some kind of artifact in my shadows in Unreal engine where the shadow is noisy and inaccurate at a distance leading to crazy shadows like in the first image. I’ve tried a bunch of different settings going bet…

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## [Why does subtracting SceneDepth from CustomDepth produce an object mask? ](https://forums.unrealengine.com/t/why-does-subtracting-scenedepth-from-customdepth-produce-an-object-mask/2660156)

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**Author:** [@shinings](https://forums.unrealengine.com/u/shinings)\
**Replies:** 1\
**Last updated:** [October 8, 2025, 7:20pm UTC](https://forums.unrealengine.com/t/why-does-subtracting-scenedepth-from-customdepth-produce-an-object-mask/2660156 "2025-10-08T19:20:48Z")

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I’m following this tutorial to create object masks in post process material by subtracting SceneDepth from CustomDepth. I am confused about why this method gives a perfectly black and white mask. From my understanding: …

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## [PSO Precaching Hitches ](https://forums.unrealengine.com/t/pso-precaching-hitches/2674115)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 9\
**Last updated:** [October 13, 2025, 6:48pm UTC](https://forums.unrealengine.com/t/pso-precaching-hitches/2674115 "2025-10-13T18:48:44Z")

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Hi, We’re seeing some hitches when creating PSOs that the engine thinks should already be precached. This is specifically on NV GPUs and we found that setting r.PSOPrecache.KeepInMemoryUntilUsed solves the issue, howeve…

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## [How to bake light in unreal 4.27](https://forums.unrealengine.com/t/how-to-bake-light-in-unreal-4-27/2655260)

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**Author:** [@RunBobFunStudios](https://forums.unrealengine.com/u/RunBobFunStudios)\
**Replies:** 3\
**Last updated:** [October 8, 2025, 8:25am UTC](https://forums.unrealengine.com/t/how-to-bake-light-in-unreal-4-27/2655260 "2025-10-08T08:25:02Z")

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I’m currently making a mobile port of my game and was wanting shadows on some stuff, but I only have a GTX 1050ti and all the documentation is saying I need a raytracing compatible card. building my lighting isn’t doing …

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## [Using Lumen/Nanite/VSM/PLA with low polygon meshes...](https://forums.unrealengine.com/t/using-lumen-nanite-vsm-pla-with-low-polygon-meshes/2660982)

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**Author:** [@Wrex55](https://forums.unrealengine.com/u/Wrex55)\
**Replies:** 24\
**Last updated:** [October 8, 2025, 3:28am UTC](https://forums.unrealengine.com/t/using-lumen-nanite-vsm-pla-with-low-polygon-meshes/2660982 "2025-10-08T03:28:24Z")

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I’m looking to see if anyone else is in this situation, and what they did: I’m working on an overhead project (ARPG.) Most of my meshes are fairly low polygons, and never need to be super high. Many modular wall piece…

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## [Screen Traces Off Causes Tiny Gap Between Static Meshes](https://forums.unrealengine.com/t/screen-traces-off-causes-tiny-gap-between-static-meshes/2663162)

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**Author:** [@Baalvon](https://forums.unrealengine.com/u/Baalvon)\
**Replies:** 0\
**Last updated:** [October 8, 2025, 3:02am UTC](https://forums.unrealengine.com/t/screen-traces-off-causes-tiny-gap-between-static-meshes/2663162 "2025-10-08T03:02:33Z")

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I’ve narrowed down the tiny gap where two static meshes overalp issue to Screen Traces under Lumen Reflections in Post Post Volume. The first image is Screen Traces OFF, the 2nd is Screen Traces ON. Is there a way to…

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## [UE5.x Forward Rendering + MSAA and Masked Material](https://forums.unrealengine.com/t/ue5-x-forward-rendering-msaa-and-masked-material/2663110)

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**Author:** [@Razdraz](https://forums.unrealengine.com/u/Razdraz)\
**Replies:** 1\
**Last updated:** [October 7, 2025, 7:41pm UTC](https://forums.unrealengine.com/t/ue5-x-forward-rendering-msaa-and-masked-material/2663110 "2025-10-07T19:41:58Z")

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Hi, I have a problem with my masked materials and Anti-Aliasing. No matter what I do, what settings I choose, my masked materials remain very pixelated (like not anti-aliased at all). The image shows a solid geomety ab…

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## [Questions on Best Practices for Nanite: LOD Interaction and ISM/HISM Combination ](https://forums.unrealengine.com/t/questions-on-best-practices-for-nanite-lod-interaction-and-ism-hism-combination/2672255)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [October 7, 2025, 6:44pm UTC](https://forums.unrealengine.com/t/questions-on-best-practices-for-nanite-lod-interaction-and-ism-hism-combination/2672255 "2025-10-07T18:44:50Z")

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Hello, I’m using Unreal Engine 5.6.1 and am actively utilizing Nanite. During my optimization process, I need clear guidelines on the following two topics. 1. Usage of LODs with Nanite Meshes: My understanding is that …

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## [VR in 5.6 has a smearing no matter what settings I use](https://forums.unrealengine.com/t/vr-in-5-6-has-a-smearing-no-matter-what-settings-i-use/2551877)

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**Author:** [@fafmagic](https://forums.unrealengine.com/u/fafmagic)\
**Replies:** 26\
**Last updated:** [October 7, 2025, 3:21pm UTC](https://forums.unrealengine.com/t/vr-in-5-6-has-a-smearing-no-matter-what-settings-i-use/2551877 "2025-10-07T15:21:06Z")

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Hello. I have a VR project which I converted from 5.5 to 5.6. The performance increase was noticeable so I stuck with it for a bit but once I replaced proxy geometry with proper meshes I started noticing a “smearing” ef…

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## [Texture Size LODs](https://forums.unrealengine.com/t/texture-size-lods/108126)

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**Author:** [@iNSCAPE85](https://forums.unrealengine.com/u/iNSCAPE85)\
**Replies:** 9\
**Last updated:** [October 7, 2025, 2:57pm UTC](https://forums.unrealengine.com/t/texture-size-lods/108126 "2025-10-07T14:57:29Z")

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Hello to Everyone, I’d like to make a quick question; I’m a performance fanatic and for my game per each meshes I’m creating 4 different material per texture size, one for 2k, one for 1k one for 512 and one for 256. Basi…

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