# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=86

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**Page:** 87

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## [Textures have white borders around them](https://forums.unrealengine.com/t/textures-have-white-borders-around-them/327860)

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**Author:** [@anonymous\_user\_0d53d466](https://forums.unrealengine.com/u/anonymous_user_0d53d466)\
**Replies:** 12\
**Last updated:** [September 30, 2025, 2:28am UTC](https://forums.unrealengine.com/t/textures-have-white-borders-around-them/327860 "2025-09-30T02:28:03Z")

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When I add my texture and add my the opacity mask my texture this thin white line appears around my texture. I was wondering if there was a way to lessen its appearance or completely get rid of it.

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## [Skeletal mesh surface cache in 5.5 ](https://forums.unrealengine.com/t/skeletal-mesh-surface-cache-in-5-5/2669601)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 29, 2025, 11:28pm UTC](https://forums.unrealengine.com/t/skeletal-mesh-surface-cache-in-5-5/2669601 "2025-09-29T23:28:10Z")

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Hello, I noticed that skeletal meshes representation in the Lumen surface cache is invalid in 5.5, however looks correct in 5.6. Is there a P4 changelist that I can backport to 5.5, if possible and is a self contained …

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## [Applying post process effects to only meshes inside PPV](https://forums.unrealengine.com/t/applying-post-process-effects-to-only-meshes-inside-ppv/2659069)

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**Author:** [@\_artescape](https://forums.unrealengine.com/u/_artescape)\
**Replies:** 16\
**Last updated:** [September 29, 2025, 10:47pm UTC](https://forums.unrealengine.com/t/applying-post-process-effects-to-only-meshes-inside-ppv/2659069 "2025-09-29T22:47:50Z")

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I’m attempting to create a motion-blur “type” effect for my game, that is constant and static. Basically, I want to be able to put a small PostProcessVolume in an area and have all the meshes in that volume be blurred du…

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## [Question about translucent material](https://forums.unrealengine.com/t/question-about-translucent-material/2660937)

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**Author:** [@mmayk](https://forums.unrealengine.com/u/mmayk)\
**Replies:** 1\
**Last updated:** [September 29, 2025, 9:55pm UTC](https://forums.unrealengine.com/t/question-about-translucent-material/2660937 "2025-09-29T21:55:10Z")

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How can I make the translucent material, when placed on top of itself, appear as if it were a single unit, without this intersection? Will it be complex?

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## [Switching from lambert diffuse to oren nayar diffuse !](https://forums.unrealengine.com/t/switching-from-lambert-diffuse-to-oren-nayar-diffuse/129085)

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**Author:** [@warvlax67](https://forums.unrealengine.com/u/warvlax67)\
**Replies:** 11\
**Last updated:** [October 18, 2025, 8:49pm UTC](https://forums.unrealengine.com/t/switching-from-lambert-diffuse-to-oren-nayar-diffuse/129085 "2025-10-18T20:49:31Z")

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\[FONT=&amp\]Hey so i’m doing a game mostly made in sand and concrete so oren nayar is way better then the default lambert, in 4.17 i was able to switch from lambert to oren nayar with this fonction in the shadingmodels.us…

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## [Virtual Texture Memory Pools : mips and configuration ](https://forums.unrealengine.com/t/virtual-texture-memory-pools-mips-and-configuration/2669578)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [September 29, 2025, 9:04pm UTC](https://forums.unrealengine.com/t/virtual-texture-memory-pools-mips-and-configuration/2669578 "2025-09-29T21:04:48Z")

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Hello, I am currently investigating memory usage of our virtual textures and I have some trouble understanding some concepts. What I have already researched : 5.6 documentation about “Virtual Texturing” A lot of exis…

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## [Any new tips on reducing fire flies/white hot spots/ hot pixel issues with Path Tracing?](https://forums.unrealengine.com/t/any-new-tips-on-reducing-fire-flies-white-hot-spots-hot-pixel-issues-with-path-tracing/2660857)

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**Author:** [@Brad12d3](https://forums.unrealengine.com/u/Brad12d3)\
**Replies:** 2\
**Last updated:** [September 29, 2025, 9:02pm UTC](https://forums.unrealengine.com/t/any-new-tips-on-reducing-fire-flies-white-hot-spots-hot-pixel-issues-with-path-tracing/2660857 "2025-09-29T21:02:32Z")

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I’m currently using UE5.5 with a Nvidia 5090. I was going crazy yesterday trying to figure out how to get rid of the fire flies in my path tracing MRQ renders. Of course, the first step is to clamp thing in Max Path Int…

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## [HLOD generates black/invalid textures ](https://forums.unrealengine.com/t/hlod-generates-black-invalid-textures/2669557)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [September 29, 2025, 8:15pm UTC](https://forums.unrealengine.com/t/hlod-generates-black-invalid-textures/2669557 "2025-09-29T20:15:20Z")

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Hi, when generating HLODs with “approximated mesh” setting some meshes are rendered wrong to the textures. They appear black with invalid normals. In this case there is a simple blueprint with some meshes (all the same…

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## [Crash when converting/allocating virtual textures ](https://forums.unrealengine.com/t/crash-when-converting-allocating-virtual-textures/2669590)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 29, 2025, 8:13pm UTC](https://forums.unrealengine.com/t/crash-when-converting-allocating-virtual-textures/2669590 "2025-09-29T20:13:53Z")

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Hello, I’m having issues using Virtual Textures. In fact, I’m having so many that I’m starting to think I must be doing something wrong. I was able to convert a few existing textures to VT using the “Convert to Virtual …

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## [Please help ](https://forums.unrealengine.com/t/please-help/2660859)

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**Author:** [@HudsonSheline2](https://forums.unrealengine.com/u/HudsonSheline2)\
**Replies:** 1\
**Last updated:** [September 29, 2025, 6:44pm UTC](https://forums.unrealengine.com/t/please-help/2660859 "2025-09-29T18:44:30Z")

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How wouldI go about fixing this, its in unlit because whenever I put it in lit you can’t see anything. I tried redoing the lighting mixer.

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## [Global Shaders on bootup engine loop ](https://forums.unrealengine.com/t/global-shaders-on-bootup-engine-loop/2669922)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [September 30, 2025, 7:51am UTC](https://forums.unrealengine.com/t/global-shaders-on-bootup-engine-loop/2669922 "2025-09-30T07:51:38Z")

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Hello, I was wondering if I could get some insight into the global shader map on engine launch loop. In some games, engine launch involves compiling shaders and this seems to be timely for some hardware specs where the…

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## [Compile shaders on game launch?](https://forums.unrealengine.com/t/compile-shaders-on-game-launch/567035)

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**Author:** [@BuyMyMojo](https://forums.unrealengine.com/u/BuyMyMojo)\
**Replies:** 26\
**Last updated:** [September 29, 2025, 2:24pm UTC](https://forums.unrealengine.com/t/compile-shaders-on-game-launch/567035 "2025-09-29T14:24:17Z")

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A lot of modern unreal engine games have has the issue of stuttering in game the first time a shader appears, if there an easy way to add a loading screen on first boot that compiles all the shaders for the player? I’m …

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## [Nanite Landscape never fully excluded from GI even with r.DisableLandscapeNaniteGI enabled ](https://forums.unrealengine.com/t/nanite-landscape-never-fully-excluded-from-gi-even-with-r-disablelandscapenanitegi-enabled/2669559)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 9\
**Last updated:** [September 29, 2025, 1:53pm UTC](https://forums.unrealengine.com/t/nanite-landscape-never-fully-excluded-from-gi-even-with-r-disablelandscapenanitegi-enabled/2669559 "2025-09-29T13:53:27Z")

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It seems that the CVar r.DisableLandscapeNaniteGI is not working as intended. Its value is only evaluated inside FLandscapeNaniteSceneProxy constructor (LandscapeRenderer.cpp), and if it is 1 (default) four booleans rela…

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## [Your scene contains a skydome mesh with a sky material but it does not cover that part of the screen](https://forums.unrealengine.com/t/your-scene-contains-a-skydome-mesh-with-a-sky-material-but-it-does-not-cover-that-part-of-the-screen/482242)

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**Author:** [@anonymous\_user\_5ab0e495](https://forums.unrealengine.com/u/anonymous_user_5ab0e495)\
**Replies:** 33\
**Last updated:** [September 29, 2025, 1:03pm UTC](https://forums.unrealengine.com/t/your-scene-contains-a-skydome-mesh-with-a-sky-material-but-it-does-not-cover-that-part-of-the-screen/482242 "2025-09-29T13:03:11Z")

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I’m trying to use scenecapture 2d to make a minimap, however the rendering target shows onlly black with a message “your scene contains a skydome mesh with a sky material but it does not cover that part of the screen”, …

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## [Using Max Edge Length Factor to Influence Nanite Rasterization Paths ](https://forums.unrealengine.com/t/using-max-edge-length-factor-to-influence-nanite-rasterization-paths/2669594)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [September 29, 2025, 10:42am UTC](https://forums.unrealengine.com/t/using-max-edge-length-factor-to-influence-nanite-rasterization-paths/2669594 "2025-09-29T10:42:51Z")

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We’ve noticed that Nanite static meshes often end up in hardware rasterization in scenarios where we would have expected them to remain in software rasterization. For example, meshes with flat or nearly flat surfaces ten…

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## [UE5.5中二次启动依然有PSO卡顿，集中在创建后处理PSO，这个问题是已知的吗？如何解决？ ](https://forums.unrealengine.com/t/ue5-5-pso-pso/2669596)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [September 29, 2025, 10:19am UTC](https://forums.unrealengine.com/t/ue5-5-pso-pso/2669596 "2025-09-29T10:19:50Z")

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同样的场景首次启动与二次启动依然有PSO卡顿，二次启动卡顿尖峰主要是后处理引起 首次启动​ \[Image Removed\] ​二次启动 \[Image Removed\] ​ 二次启动大卡顿集中在后处理阶段 \[Image Removed\] \[Image Removed\]

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## [Lacking Documentation on "Hair Attributes" material node](https://forums.unrealengine.com/t/lacking-documentation-on-hair-attributes-material-node/466064)

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**Author:** [@anonymous\_user\_2bba8b13](https://forums.unrealengine.com/u/anonymous_user_2bba8b13)\
**Replies:** 3\
**Last updated:** [September 29, 2025, 9:20am UTC](https://forums.unrealengine.com/t/lacking-documentation-on-hair-attributes-material-node/466064 "2025-09-29T09:20:28Z")

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Basically other than Root UV I’m not entirely sure what these attributes are. For example, Length is what? How is it giving me length information? In what form am I getting it so I can use it properly? Is it a UV per st…

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## [通过r.detailmode的可见性切换时会触发什么 ](https://forums.unrealengine.com/t/r-detailmode/2669592)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 29, 2025, 8:57am UTC](https://forums.unrealengine.com/t/r-detailmode/2669592 "2025-09-29T08:57:40Z")

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正在进行画质设置，在设置GI的Scalability的时候发现一个问题，天光在中低档默认会关闭实时捕获，这个设置按照源码中的说明是不能在Runtime切换的，按我的理解那就是切换后不会立刻生效，需要重新loading场景之类的。 但在同时进行Effect的切换的时候发现天光出现了切换，逐个命令检查下来是r.detailmode的原因。 因为肯定是希望单独切换GI设置和同时切换所有设置的结果能保持统一，所以想知道在r.detailmo…

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## [Option to Use Blue Noise for SkyAtmosphere Dithering ](https://forums.unrealengine.com/t/option-to-use-blue-noise-for-skyatmosphere-dithering/2669568)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [September 29, 2025, 8:36am UTC](https://forums.unrealengine.com/t/option-to-use-blue-noise-for-skyatmosphere-dithering/2669568 "2025-09-29T08:36:55Z")

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Currently, SkyAtmosphere uses Interleaved Gradient Noise for ray marching dithering. In testing, using Blue Noise (already available for Volumetric Clouds and other lighting features) produces a noticeably cleaner and mo…

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## [Render Pass and Draw Event Unreal Named Event Vulkan Markers are not visible in Frame Analyzing Tools ](https://forums.unrealengine.com/t/render-pass-and-draw-event-unreal-named-event-vulkan-markers-are-not-visible-in-frame-analyzing-tools/2666432)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 15\
**Last updated:** [September 29, 2025, 5:20am UTC](https://forums.unrealengine.com/t/render-pass-and-draw-event-unreal-named-event-vulkan-markers-are-not-visible-in-frame-analyzing-tools/2666432 "2025-09-29T05:20:29Z")

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Hi, Issue - We are unable to view Render Pass and Draw Event Unreal Named Event Vulkan Markers are not visible in Frame Analyzing Tools. Engine Version - 5.5.4 Rendering API - Vulkan Issue - Render Pass and Draw Even…

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## [GLSL ](https://forums.unrealengine.com/t/glsl/2669207)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 29, 2025, 12:19am UTC](https://forums.unrealengine.com/t/glsl/2669207 "2025-09-29T00:19:49Z")

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Hi, I was wondering if there is a way to create GLSL shaders (in custom node with specific configuration written at start ?) to be able to use GLSL shaders already written without recreating everything in the material b…

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## [Geometry collection - material is replaced with world grid material](https://forums.unrealengine.com/t/geometry-collection-material-is-replaced-with-world-grid-material/790110)

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**Author:** [@Koalakalle](https://forums.unrealengine.com/u/Koalakalle)\
**Replies:** 3\
**Last updated:** [September 28, 2025, 7:30pm UTC](https://forums.unrealengine.com/t/geometry-collection-material-is-replaced-with-world-grid-material/790110 "2025-09-28T19:30:36Z")

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All my geometry collections has changed it’s material to the default world grid material. The material in their material slots is the correct one, but when I have the geometry collection in the level, it’s material is th…

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## [Oclusion culling not working](https://forums.unrealengine.com/t/oclusion-culling-not-working/2659289)

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**Author:** [@ulisesyere](https://forums.unrealengine.com/u/ulisesyere)\
**Replies:** 5\
**Last updated:** [September 28, 2025, 5:50pm UTC](https://forums.unrealengine.com/t/oclusion-culling-not-working/2659289 "2025-09-28T17:50:20Z")

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Hi, I’m building a game but when I freeze rendering behind an object all objects that should be occlusion culled are not, they all have the culling enabled but they are not culling, and I have introduced a distance volum…

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## [ue5.5 mirror reflection](https://forums.unrealengine.com/t/ue5-5-mirror-reflection/2660500)

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**Author:** [@user\_f74bb9c6646159326492415654b21cb67b1a310a006ac91c6353b7](https://forums.unrealengine.com/u/user_f74bb9c6646159326492415654b21cb67b1a310a006ac91c6353b7)\
**Replies:** 1\
**Last updated:** [September 28, 2025, 5:29pm UTC](https://forums.unrealengine.com/t/ue5-5-mirror-reflection/2660500 "2025-09-28T17:29:52Z")

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I need to make a mirror, but there is a problem. It cannot reflect objects in the scene, only light. mirror material setting PostProcessVolume setting project setting I tried using this material on versio…

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## [Making WidgetComponents on in-world computer screens emit light](https://forums.unrealengine.com/t/making-widgetcomponents-on-in-world-computer-screens-emit-light/2635997)

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**Author:** [@Svartidauthi](https://forums.unrealengine.com/u/Svartidauthi)\
**Replies:** 2\
**Last updated:** [September 28, 2025, 12:14pm UTC](https://forums.unrealengine.com/t/making-widgetcomponents-on-in-world-computer-screens-emit-light/2635997 "2025-09-28T12:14:33Z")

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I am making a game where there are a lot of screens that the player interacts with. These are physical displays in the level and I would like to make widgets and display them on computer screens. What’s the problem? If …

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## [How to Pass an Array of Floats, into a Material](https://forums.unrealengine.com/t/how-to-pass-an-array-of-floats-into-a-material/387796)

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**Author:** [@anonymous\_user\_08787d181](https://forums.unrealengine.com/u/anonymous_user_08787d181)\
**Replies:** 3\
**Last updated:** [September 27, 2025, 7:17pm UTC](https://forums.unrealengine.com/t/how-to-pass-an-array-of-floats-into-a-material/387796 "2025-09-27T19:17:48Z")

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I am trying to build a material that looks into an indexed array for the particular alpha value I need for my material. Different instance of the material will use different Arrays of Floats. How do I create an array of…

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## [Fluid Flux Rendering Problems ](https://forums.unrealengine.com/t/fluid-flux-rendering-problems/2660407)

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**Author:** [@Stahy](https://forums.unrealengine.com/u/Stahy)\
**Replies:** 1\
**Last updated:** [September 27, 2025, 3:02pm UTC](https://forums.unrealengine.com/t/fluid-flux-rendering-problems/2660407 "2025-09-27T15:02:29Z")

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Hey everyone! I’m using Fluid Flux to create a cinematic scene with water. I have a problem. The first problem is this black line on the horizon. I’m not quite sure what is it,but it appears with different lighting setup…

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## [Help on EXR files to Davinci Resolve](https://forums.unrealengine.com/t/help-on-exr-files-to-davinci-resolve/2658820)

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**Author:** [@SethLBrown](https://forums.unrealengine.com/u/SethLBrown)\
**Replies:** 4\
**Last updated:** [September 27, 2025, 3:00pm UTC](https://forums.unrealengine.com/t/help-on-exr-files-to-davinci-resolve/2658820 "2025-09-27T15:00:31Z")

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Okay, so I’ve came across as issue. With my UE5 environment I usually use Davinci to color grade and use my signatures, however, I’ve hit a problem. I’m trying to convert my EXR files though in Davinci they look totally …

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## [FScene\_AddLightSceneInfo\_RenderThread ](https://forums.unrealengine.com/t/fscene-addlightsceneinfo-renderthread/2670414)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 2, 2025, 12:17am UTC](https://forums.unrealengine.com/t/fscene-addlightsceneinfo-renderthread/2670414 "2025-10-02T00:17:28Z")

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\[Content removed\] Seeing as it’s been 10 months, I wanted to check in and see if any changes were made to add other runtime light changes to the fast path. If there has been, a cl which I can cherry pick and backport wo…

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## [Render Cut State Uninitialized](https://forums.unrealengine.com/t/render-cut-state-uninitialized/2255903)

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**Author:** [@VANTIME14](https://forums.unrealengine.com/u/VANTIME14)\
**Replies:** 2\
**Last updated:** [September 27, 2025, 12:17am UTC](https://forums.unrealengine.com/t/render-cut-state-uninitialized/2255903 "2025-09-27T00:17:00Z")

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Hi I am a beginner and I tried to render a simple zoom out shot to mp4. However, at the end of the render there is cut state uninitialized and the render window immediately close and failed. Even if I just render one fr…

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