# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=85

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**Page:** 86

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## [UE 5.5.4 Forward Shading Problem](https://forums.unrealengine.com/t/ue-5-5-4-forward-shading-problem/2661868)

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**Author:** [@Fnordcorps](https://forums.unrealengine.com/u/Fnordcorps)\
**Replies:** 0\
**Last updated:** [October 2, 2025, 10:07pm UTC](https://forums.unrealengine.com/t/ue-5-5-4-forward-shading-problem/2661868 "2025-10-02T22:07:58Z")

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I am using forward shading in my VR project, packaging for Android/Quest 3. When I package my game and run in VR it looks terrible, shadows and shading are all over the place and I cannot work out why. Have tried variou…

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## [Disable dynamic shadow on translucent material 5.6](https://forums.unrealengine.com/t/disable-dynamic-shadow-on-translucent-material-5-6/2661856)

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**Author:** [@shadowkiller](https://forums.unrealengine.com/u/shadowkiller)\
**Replies:** 2\
**Last updated:** [October 2, 2025, 9:26pm UTC](https://forums.unrealengine.com/t/disable-dynamic-shadow-on-translucent-material-5-6/2661856 "2025-10-02T21:26:14Z")

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Hello, I am using unreal 5.6 and the project is using forward rendering and static lighting. I have a direct light (sun) set to moveable to cast dynamic shadows. My issue is that my translucent particles are also receiv…

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## [Translucency with DepthWrite ](https://forums.unrealengine.com/t/translucency-with-depthwrite/2678895)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 8\
**Last updated:** [October 27, 2025, 6:42pm UTC](https://forums.unrealengine.com/t/translucency-with-depthwrite/2678895 "2025-10-27T18:42:30Z")

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Translucent object rendering sorted only by object origin is not acceptable in our game. However, we are not able to use OIT due to the shader model limitation, also we feel that OIT is too expensive even if we could. O…

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## [5.5 GPU crash  and hang ](https://forums.unrealengine.com/t/5-5-gpu-crash-and-hang/2669924)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 12\
**Last updated:** [October 2, 2025, 5:44pm UTC](https://forums.unrealengine.com/t/5-5-gpu-crash-and-hang/2669924 "2025-10-02T17:44:11Z")

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We’re seeing a very frequent crash on 5.5 related to async lumen diffuse indirect. We’re seeing it more frequently on high end hardware, but it also seems to manifest as an idle GPU crash. We have aftermath crashes with…

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## [LOD lightmaps](https://forums.unrealengine.com/t/lod-lightmaps/462959)

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**Author:** [@Kligan](https://forums.unrealengine.com/u/Kligan)\
**Replies:** 12\
**Last updated:** [October 2, 2025, 3:54pm UTC](https://forums.unrealengine.com/t/lod-lightmaps/462959 "2025-10-02T15:54:54Z")

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Is there a way to somehow control lightmap resolution for LODs? I’m so sick of baking light only to find out that there are horrible pop-ins on LODs because their lightmap resolution is so different from each other. For…

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## [\[Nanite Foliage\] Setup Information for Assembly workflow](https://forums.unrealengine.com/t/nanite-foliage-setup-information-for-assembly-workflow/2605635)

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**Author:** [@TheRealBiomes](https://forums.unrealengine.com/u/TheRealBiomes)\
**Replies:** 3\
**Last updated:** [October 2, 2025, 2:54pm UTC](https://forums.unrealengine.com/t/nanite-foliage-setup-information-for-assembly-workflow/2605635 "2025-10-02T14:54:10Z")

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https://github.com/EpicGames/UnrealEngine/commit/f7349919613ab6fe37e901ad2aae1504702aa522 Very happy to see that there’s an initial Nanite Foliage commit in ue5-main as of today. Performance and visuals are massively b…

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## [inconsistent Local Exposure behaviour ](https://forums.unrealengine.com/t/inconsistent-local-exposure-behaviour/2670675)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 9\
**Last updated:** [October 2, 2025, 8:24am UTC](https://forums.unrealengine.com/t/inconsistent-local-exposure-behaviour/2670675 "2025-10-02T08:24:06Z")

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Hello, We’ve been noticing some unexpected/ odd behaviour with local exposure. There seems to be a huge difference in the local exposure results when we use Exposure compensation or not (the final scene EV is the same)…

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## [Fix core features breaking when SMAA is selected](https://forums.unrealengine.com/t/fix-core-features-breaking-when-smaa-is-selected/2661121)

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**Author:** [@xHybred](https://forums.unrealengine.com/u/xHybred)\
**Replies:** 15\
**Last updated:** [October 2, 2025, 3:27am UTC](https://forums.unrealengine.com/t/fix-core-features-breaking-when-smaa-is-selected/2661121 "2025-10-02T03:27:26Z")

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Unreal Engine 5.7 recently introduced SMAA as an anti-aliasing option, which is a welcome addition for developers looking to serve a diverse set of user preferences for their game, or for projects/genres where motion-sme…

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## [PCG static mesh shadows cull distance issue](https://forums.unrealengine.com/t/pcg-static-mesh-shadows-cull-distance-issue/1768808)

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**Author:** [@Rakknam](https://forums.unrealengine.com/u/Rakknam)\
**Replies:** 2\
**Last updated:** [October 2, 2025, 3:10am UTC](https://forums.unrealengine.com/t/pcg-static-mesh-shadows-cull-distance-issue/1768808 "2025-10-02T03:10:37Z")

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Hi there! As I get far from my PCG static meshes, these dissapear since I’ve got cull start and end distances set on the PCG settings, but unfortunatelly shadows keep on screen until I get so far from the scene (even if …

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## [Lighting & Shadow Subsurface Artifacts - What is the cause and how to remove them?](https://forums.unrealengine.com/t/lighting-shadow-subsurface-artifacts-what-is-the-cause-and-how-to-remove-them/2660962)

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**Author:** [@jonoiii](https://forums.unrealengine.com/u/jonoiii)\
**Replies:** 1\
**Last updated:** [October 2, 2025, 1:06am UTC](https://forums.unrealengine.com/t/lighting-shadow-subsurface-artifacts-what-is-the-cause-and-how-to-remove-them/2660962 "2025-10-02T01:06:42Z")

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Hi. I am using Unreal Engine 5.6.1 on Mac OS, M3 Pro Max 128GB RAM. Beginning to use Unreal Engine for some real-time look development, as opposed to Marmoset Toolbag. I’ve setup an empty scene, with a test portrait (smo…

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## [Flickering lights on skybox with translucent material ](https://forums.unrealengine.com/t/flickering-lights-on-skybox-with-translucent-material/2658071)

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**Author:** [@Kye1002](https://forums.unrealengine.com/u/Kye1002)\
**Replies:** 9\
**Last updated:** [October 1, 2025, 11:44pm UTC](https://forums.unrealengine.com/t/flickering-lights-on-skybox-with-translucent-material/2658071 "2025-10-01T23:44:54Z")

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Hi there! I’m running into a persistent flickering issue with my skybox in Unreal Engine 5.6.1, and I’ve exhausted a bunch of troubleshooting steps. Hoping you or the community might have insights. Setup Details: Usi…

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## [Problem with coloured spots and wavy edges in Path tracer](https://forums.unrealengine.com/t/problem-with-coloured-spots-and-wavy-edges-in-path-tracer/2661178)

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**Author:** [@pola.k](https://forums.unrealengine.com/u/pola.k)\
**Replies:** 1\
**Last updated:** [October 1, 2025, 9:39pm UTC](https://forums.unrealengine.com/t/problem-with-coloured-spots-and-wavy-edges-in-path-tracer/2661178 "2025-10-01T21:39:34Z")

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Hello everyone :slightly\_smiling\_face: , I encountered a problem while rendering in Twinmotion. During rendering in Path Tracer mode, I see colored spots on the screen that are visible in the visualizations. The image i…

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## [Crash in BuildSRVTable, in both AMD/Nvidia drivers from CDevice::CopyDescriptors ](https://forums.unrealengine.com/t/crash-in-buildsrvtable-in-both-amd-nvidia-drivers-from-cdevice-copydescriptors/2667852)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 1, 2025, 8:46pm UTC](https://forums.unrealengine.com/t/crash-in-buildsrvtable-in-both-amd-nvidia-drivers-from-cdevice-copydescriptors/2667852 "2025-10-01T20:46:05Z")

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During normal gameplay, shipping and test configurations, we’re encountering a moderately rare crash. See provided callstack. We’ve integrated RHI parallel submission CL backported from 5.5, and related fixes. So far I’v…

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## [Pixelated and blurry video rendering](https://forums.unrealengine.com/t/pixelated-and-blurry-video-rendering/2660927)

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**Author:** [@EL8MWKdZDqdsDyW](https://forums.unrealengine.com/u/EL8MWKdZDqdsDyW)\
**Replies:** 3\
**Last updated:** [October 1, 2025, 6:28pm UTC](https://forums.unrealengine.com/t/pixelated-and-blurry-video-rendering/2660927 "2025-10-01T18:28:57Z")

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I’m trying to render AVI videos from Unreal Engine 5.3.2 using movie capture legacy (30 fps), and they look pixelated and blurry for some reason. It also jutters as well. This has never happened before with this versio…

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## [Cannot include DisplayClusterViewport\_OverscanSettings.h because it includes Math/MarginSet.h which is Internal ](https://forums.unrealengine.com/t/cannot-include-displayclusterviewport-overscansettings-h-because-it-includes-math-marginset-h-which-is-internal/2670415)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 1, 2025, 4:44pm UTC](https://forums.unrealengine.com/t/cannot-include-displayclusterviewport-overscansettings-h-because-it-includes-math-marginset-h-which-is-internal/2670415 "2025-10-01T16:44:55Z")

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I am trying to update a plugin to version 5.7 and like the title mentions the plugin is including the DisplayClusterViewport\_OverscanSettings.h header from nDisplay. I get an error saying that it cannot find Math/MarginS…

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## [Niagara Fluids - blurry and out of focus in camera and render ](https://forums.unrealengine.com/t/niagara-fluids-blurry-and-out-of-focus-in-camera-and-render/2661421)

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**Author:** [@Hoooolek](https://forums.unrealengine.com/u/Hoooolek)\
**Replies:** 0\
**Last updated:** [October 1, 2025, 1:15pm UTC](https://forums.unrealengine.com/t/niagara-fluids-blurry-and-out-of-focus-in-camera-and-render/2661421 "2025-10-01T13:15:41Z")

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Hello there. I’m havaing trouble with rendering Niagra Fluids - It’s acting very strange with camera DOF. Viewpoort: It’s only sharp when I disable Focus or set it to infinity. Render: It’s even worse because I can’t…

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## [Some materials not showing in Path Tracer renders (Twinmotion 2025.1.1) ](https://forums.unrealengine.com/t/some-materials-not-showing-in-path-tracer-renders-twinmotion-2025-1-1/2660157)

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**Author:** [@pola.k](https://forums.unrealengine.com/u/pola.k)\
**Replies:** 1\
**Last updated:** [October 1, 2025, 10:11am UTC](https://forums.unrealengine.com/t/some-materials-not-showing-in-path-tracer-renders-twinmotion-2025-1-1/2660157 "2025-10-01T10:11:18Z")

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Hello, I have added a few different materials to my model and all of them are visible in Real time render mode - both in Standard and Lumen, as well as in the small windows with saved scenes in Media mode. However my ai…

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## [How to remove artifacts when enabling Path tracer? ](https://forums.unrealengine.com/t/how-to-remove-artifacts-when-enabling-path-tracer/2540869)

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**Author:** [@Artmadi](https://forums.unrealengine.com/u/Artmadi)\
**Replies:** 1\
**Last updated:** [October 1, 2025, 10:06am UTC](https://forums.unrealengine.com/t/how-to-remove-artifacts-when-enabling-path-tracer/2540869 "2025-10-01T10:06:43Z")

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Twinmotion 2025.1.1 This artifact is affected by the parameter Near clipping. When it is adjusted, the black stripes become either small or large, but they do not disappear altogether. It looks terrible on the final ren…

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## [Black Halo Effect around object When using Voluemteric Fog UE 5.5.4](https://forums.unrealengine.com/t/black-halo-effect-around-object-when-using-voluemteric-fog-ue-5-5-4/2661180)

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**Author:** [@berrator228](https://forums.unrealengine.com/u/berrator228)\
**Replies:** 0\
**Last updated:** [September 30, 2025, 6:24pm UTC](https://forums.unrealengine.com/t/black-halo-effect-around-object-when-using-voluemteric-fog-ue-5-5-4/2661180 "2025-09-30T18:24:37Z")

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Black halo Effect around object visible all the time When rendering with MRQ i dont have any settings on expet Anti alising i render in EXR with Tone curve turned off When i make High resultion in viewpo…

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## [OcclusionCullPipe stalls render thread ](https://forums.unrealengine.com/t/occlusioncullpipe-stalls-render-thread/2670417)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [October 1, 2025, 5:11am UTC](https://forums.unrealengine.com/t/occlusioncullpipe-stalls-render-thread/2670417 "2025-10-01T05:11:49Z")

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We’re doing some profiling on our latest game and if we have r.allowocclusionqueries 1 with r.hzbocclusion 0 then we get 200ms hitches on the render thread while it waits on occlusioncullpipe. Looking at the insights tra…

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## [Ways to dynamically scale VSM for flatter performance ](https://forums.unrealengine.com/t/ways-to-dynamically-scale-vsm-for-flatter-performance/2670416)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [October 1, 2025, 11:21pm UTC](https://forums.unrealengine.com/t/ways-to-dynamically-scale-vsm-for-flatter-performance/2670416 "2025-10-01T23:21:00Z")

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We are making a game with relatively fast camera movement, and want more predictable performance from VSM. One of the ideas we’re thinking of exploring is to dynamically scale VSM resolution with respect to camera moveme…

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## [Lighting Technical Pipeline: Question on how to objectively verify if the lighting is technically correct. ](https://forums.unrealengine.com/t/lighting-technical-pipeline-question-on-how-to-objectively-verify-if-the-lighting-is-technically-correct/2669929)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 30, 2025, 10:59pm UTC](https://forums.unrealengine.com/t/lighting-technical-pipeline-question-on-how-to-objectively-verify-if-the-lighting-is-technically-correct/2669929 "2025-09-30T22:59:10Z")

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Hi, Is there a set of rendering parameters from a rendering/lighting perspective that I should be aware of and constantly check while working on lighting in Unreal? I believe EV100 is one of them. I want to make sure th…

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## [Unable to turn off lens flares for HDRI backdrop?](https://forums.unrealengine.com/t/unable-to-turn-off-lens-flares-for-hdri-backdrop/2631074)

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**Author:** [@freezenification](https://forums.unrealengine.com/u/freezenification)\
**Replies:** 7\
**Last updated:** [September 30, 2025, 6:43pm UTC](https://forums.unrealengine.com/t/unable-to-turn-off-lens-flares-for-hdri-backdrop/2631074 "2025-09-30T18:43:58Z")

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Hi there, I’m using an HDRI backdrop and no matter what I do I cannot disable the lens flares: I’ve made sure their intensity is set to 0 in my post process volume, in my character’s camera (also tried setting post p…

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## [Creating a Spotlight with a Wider Source Radius than a point in Path Tracer and Volumetric fog?](https://forums.unrealengine.com/t/creating-a-spotlight-with-a-wider-source-radius-than-a-point-in-path-tracer-and-volumetric-fog/2232222)

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**Author:** [@GodofLights](https://forums.unrealengine.com/u/GodofLights)\
**Replies:** 2\
**Last updated:** [September 30, 2025, 4:00pm UTC](https://forums.unrealengine.com/t/creating-a-spotlight-with-a-wider-source-radius-than-a-point-in-path-tracer-and-volumetric-fog/2232222 "2025-09-30T16:00:22Z")

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Hi everyone, I’m working on a project in Unreal Engine 5.5 using the Path Tracer and need some advice on achieving a specific lighting effect. I’m trying to create a spotlight that doesn’t originate from a single point…

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## [\[NANITE\] Pixel Programmable Distance for ISM component - HUGE Performance wins](https://forums.unrealengine.com/t/nanite-pixel-programmable-distance-for-ism-component-huge-performance-wins/2278017)

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**Author:** [@TheRealBiomes](https://forums.unrealengine.com/u/TheRealBiomes)\
**Replies:** 23\
**Last updated:** [September 30, 2025, 2:55pm UTC](https://forums.unrealengine.com/t/nanite-pixel-programmable-distance-for-ism-component-huge-performance-wins/2278017 "2025-09-30T14:55:06Z")

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The new pixel programmable distance setting is amazing, thank you :slight\_smile: Please also implement it for Instanced Static Mesh components. That way, it can be used with PCG and foliage :evergreen\_tree: Ideally …

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## [Is there a way to enable self shadow only without disabling virtual shadow maps?](https://forums.unrealengine.com/t/is-there-a-way-to-enable-self-shadow-only-without-disabling-virtual-shadow-maps/1675166)

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**Author:** [@LikelyDone](https://forums.unrealengine.com/u/LikelyDone)\
**Replies:** 3\
**Last updated:** [September 30, 2025, 2:30pm UTC](https://forums.unrealengine.com/t/is-there-a-way-to-enable-self-shadow-only-without-disabling-virtual-shadow-maps/1675166 "2025-09-30T14:30:28Z")

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Hi guys! I understand that you can use the checkbox self shadows only in a skeletal mesh blueprint, but it only works if you disable virtual shadow maps. My question is, can I somehow disable my gun’s shadow casting on …

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## [ライトを消したのにオブジェクトが光る](https://forums.unrealengine.com/t/topic/401029)

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**Author:** [@muraion](https://forums.unrealengine.com/u/muraion)\
**Replies:** 2\
**Last updated:** [September 30, 2025, 1:26pm UTC](https://forums.unrealengine.com/t/topic/401029 "2025-09-30T13:26:16Z")

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こんにちは。 UnrealEngine4.15を用いてゲームを制作している学生です。 あるオブジェクトがライトがないのにもかかわらず、光が当たったようになってしまっています。 同じマテリアルを使用している他のオブジェクトは光っていません。 下記にスクリーンショットを添付いたします。 原因がわかる方が入れば答えを頂けると助かります。 よろしくお願いします。

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## [Disable drawing translucent material geometry collection pieces behind itself](https://forums.unrealengine.com/t/disable-drawing-translucent-material-geometry-collection-pieces-behind-itself/2661091)

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**Author:** [@AxelvlUE](https://forums.unrealengine.com/u/AxelvlUE)\
**Replies:** 0\
**Last updated:** [September 30, 2025, 1:19pm UTC](https://forums.unrealengine.com/t/disable-drawing-translucent-material-geometry-collection-pieces-behind-itself/2661091 "2025-09-30T13:19:18Z")

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I have a question regarding translucent materials and geometry collections Namely, I’m trying to make a wall that, when “broken down”, it will, after a delay, become transparent over time. I’ve gotten everything (to my…

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## [How do you redner animations with sound tracks so not jpeg sequences?](https://forums.unrealengine.com/t/how-do-you-redner-animations-with-sound-tracks-so-not-jpeg-sequences/2660679)

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**Author:** [@Sonic\_Poloboy](https://forums.unrealengine.com/u/Sonic_Poloboy)\
**Replies:** 1\
**Last updated:** [September 30, 2025, 5:35am UTC](https://forums.unrealengine.com/t/how-do-you-redner-animations-with-sound-tracks-so-not-jpeg-sequences/2660679 "2025-09-30T05:35:38Z")

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How do you redner animations with sound tracks so not jpeg sequences? Ive been buildign a sequence of a dude dancing in a bedroom then out onto a beach bar with jets flyign around with music and sound effects, how do I …

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## [Unreal 5.2 VR: Niagara effects rendered in a single eye!](https://forums.unrealengine.com/t/unreal-5-2-vr-niagara-effects-rendered-in-a-single-eye/1242717)

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**Author:** [@Axel-Ax](https://forums.unrealengine.com/u/Axel-Ax)\
**Replies:** 4\
**Last updated:** [September 30, 2025, 5:21am UTC](https://forums.unrealengine.com/t/unreal-5-2-vr-niagara-effects-rendered-in-a-single-eye/1242717 "2025-09-30T05:21:31Z")

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Hello, good morning! I am working on a virtual reality (VR) project with Unreal Engine 5.2.1. However, I have been facing a problem when building it for Android and loading it on my Oculus Quest 2. Some effects I have c…

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