# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=87

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**Page:** 88

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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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## [Enhanced Subpixel Morphological Anti-Aliasing (SMAA) for UE5](https://forums.unrealengine.com/t/enhanced-subpixel-morphological-anti-aliasing-smaa-for-ue5/642606)

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**Author:** [@Geomyna](https://forums.unrealengine.com/u/Geomyna)\
**Replies:** 12\
**Last updated:** [September 26, 2025, 10:33pm UTC](https://forums.unrealengine.com/t/enhanced-subpixel-morphological-anti-aliasing-smaa-for-ue5/642606 "2025-09-26T22:33:40Z")

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Hi all, Based on the prior thread SMAA – Subpixel Morphological Antialiasing integration from 2016, I took a stab at getting SMAA integrated into the current version of the engine. Thank you, Leszek Godlewski, for a ref…

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## [What is causing these trails on the hands and arms here?](https://forums.unrealengine.com/t/what-is-causing-these-trails-on-the-hands-and-arms-here/2659455)

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**Author:** [@Brad12d3](https://forums.unrealengine.com/u/Brad12d3)\
**Replies:** 1\
**Last updated:** [September 26, 2025, 5:52pm UTC](https://forums.unrealengine.com/t/what-is-causing-these-trails-on-the-hands-and-arms-here/2659455 "2025-09-26T17:52:09Z")

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I got this environment on Fab and it uses a lot of emissive lighting which I know can cause some weird issues sometimes. When my character’s hand moves in front of the ground plan it causes this weird trailing effect…

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## [Mick jaggered edges](https://forums.unrealengine.com/t/mick-jaggered-edges/2659930)

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**Author:** [@nam987](https://forums.unrealengine.com/u/nam987)\
**Replies:** 1\
**Last updated:** [September 26, 2025, 5:47pm UTC](https://forums.unrealengine.com/t/mick-jaggered-edges/2659930 "2025-09-26T17:47:11Z")

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Hi, getting jaggered edges how to fix ue5, mrq Thanks

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## [Forcing RVT to Highest Quality/Resolution for Save-To-Disk ](https://forums.unrealengine.com/t/forcing-rvt-to-highest-quality-resolution-for-save-to-disk/2668890)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 9\
**Last updated:** [September 27, 2025, 4:20pm UTC](https://forums.unrealengine.com/t/forcing-rvt-to-highest-quality-resolution-for-save-to-disk/2668890 "2025-09-27T16:20:17Z")

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Hello! I am trying to create a tool for our content folks, one step of which is to output our Landscape and Water Heightmaps to disk, for later post-processing. A lot of these are represented in-engine by Runtime Virtua…

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## [How can I remove the foggy horizon in the default SkySphere?](https://forums.unrealengine.com/t/how-can-i-remove-the-foggy-horizon-in-the-default-skysphere/339893)

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**Author:** [@Mars](https://forums.unrealengine.com/u/Mars)\
**Replies:** 7\
**Last updated:** [September 26, 2025, 3:45pm UTC](https://forums.unrealengine.com/t/how-can-i-remove-the-foggy-horizon-in-the-default-skysphere/339893 "2025-09-26T15:45:01Z")

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I’ve set up my SkySphere to be a starry night sky, but it’s kind of ruined by the horizon still sticking around and being dark grayish. I want the stars to cover the entire sphere, because as it is now the light horizon …

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## [Random spot of light appearing both in Lumen and Path tracer ](https://forums.unrealengine.com/t/random-spot-of-light-appearing-both-in-lumen-and-path-tracer/2660151)

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**Author:** [@pola.k](https://forums.unrealengine.com/u/pola.k)\
**Replies:** 0\
**Last updated:** [September 26, 2025, 1:29pm UTC](https://forums.unrealengine.com/t/random-spot-of-light-appearing-both-in-lumen-and-path-tracer/2660151 "2025-09-26T13:29:59Z")

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Hello everyone, when I opened my model in Twinmotion in order to make some renders, I saw a random spot of light on the floor of my model (see attached pictures) and I have no idea how to get rid of it. It appears in Med…

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## [how i can fix the grass? it looks so bad how i can improve it?](https://forums.unrealengine.com/t/how-i-can-fix-the-grass-it-looks-so-bad-how-i-can-improve-it/2660140)

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**Author:** [@GUERRAME](https://forums.unrealengine.com/u/GUERRAME)\
**Replies:** 0\
**Last updated:** [September 26, 2025, 12:54pm UTC](https://forums.unrealengine.com/t/how-i-can-fix-the-grass-it-looks-so-bad-how-i-can-improve-it/2660140 "2025-09-26T12:54:50Z")

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## [User Setting - Increase World Partition loading range](https://forums.unrealengine.com/t/user-setting-increase-world-partition-loading-range/2660130)

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**Author:** [@myasga](https://forums.unrealengine.com/u/myasga)\
**Replies:** 0\
**Last updated:** [September 26, 2025, 12:03pm UTC](https://forums.unrealengine.com/t/user-setting-increase-world-partition-loading-range/2660130 "2025-09-26T12:03:43Z")

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Hello i look for solution to handle loading range for runtime streaming based on user choice as a setting in a menu. All the best!

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## [Bad looking Ambient Occlusion](https://forums.unrealengine.com/t/bad-looking-ambient-occlusion/2658199)

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**Author:** [@jo18062000](https://forums.unrealengine.com/u/jo18062000)\
**Replies:** 2\
**Last updated:** [September 26, 2025, 11:25am UTC](https://forums.unrealengine.com/t/bad-looking-ambient-occlusion/2658199 "2025-09-26T11:25:38Z")

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Hello, I am trying to render a Ambient occlusion pass in order to use it in Nuke for compositing. My problem is that my ambient occlusion has some kind of “noise” or strange pattern on it, I tried to change several par…

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## [Runtime Virtual Texture repeating squares/black square bug (UE 5.4)](https://forums.unrealengine.com/t/runtime-virtual-texture-repeating-squares-black-square-bug-ue-5-4/2424184)

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**Author:** [@Thermal882](https://forums.unrealengine.com/u/Thermal882)\
**Replies:** 9\
**Last updated:** [September 26, 2025, 7:20am UTC](https://forums.unrealengine.com/t/runtime-virtual-texture-repeating-squares-black-square-bug-ue-5-4/2424184 "2025-09-26T07:20:57Z")

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Hello, having a bit of trouble with my RVT in a few levels, the tiles repeat the wrong texture over the top of an existing one and sometimes it produces a black, textureless void of squares all over the map. This is a re…

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## [UE5.6.1 chaos cloth cannot be rendered in Path tracing mode. ](https://forums.unrealengine.com/t/ue5-6-1-chaos-cloth-cannot-be-rendered-in-path-tracing-mode/2653666)

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**Author:** [@pipishu001](https://forums.unrealengine.com/u/pipishu001)\
**Replies:** 1\
**Last updated:** [September 26, 2025, 3:07am UTC](https://forums.unrealengine.com/t/ue5-6-1-chaos-cloth-cannot-be-rendered-in-path-tracing-mode/2653666 "2025-09-26T03:07:54Z")

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UE5.6.1 chaos cloth cannot be rendered in Path tracing mode. Create chaos cloth and perform basic settings in the Dataflow Editor. Perform path tracing mode rendering in the map and level sequence, which is not visible …

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## [Spotlight or pointlight arent working at all in world ](https://forums.unrealengine.com/t/spotlight-or-pointlight-arent-working-at-all-in-world/2659950)

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**Author:** [@scuttle\_crab](https://forums.unrealengine.com/u/scuttle_crab)\
**Replies:** 0\
**Last updated:** [September 26, 2025, 1:01am UTC](https://forums.unrealengine.com/t/spotlight-or-pointlight-arent-working-at-all-in-world/2659950 "2025-09-26T01:01:16Z")

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I tried to make a flashlight for my game but it wasnt working and i thought it was because i was trying to use when it was attached to a componant, but even when i placed one in the world it didnt work. no matter what i…

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## [Screen traced lumen reflections causes colors to accumulate oddly ](https://forums.unrealengine.com/t/screen-traced-lumen-reflections-causes-colors-to-accumulate-oddly/2668488)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [September 25, 2025, 10:37pm UTC](https://forums.unrealengine.com/t/screen-traced-lumen-reflections-causes-colors-to-accumulate-oddly/2668488 "2025-09-25T22:37:48Z")

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With \`r.lumen.reflections.screentraces\` set to 1 (the default), there is a weird color accumulation effect that can happen if two reflective surfaces are visible to each other. \[Image Removed\] You can get the same arti…

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## [\[5.1\] Issues with global distance field max distance while using lumen](https://forums.unrealengine.com/t/5-1-issues-with-global-distance-field-max-distance-while-using-lumen/744035)

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**Author:** [@IronicParadox](https://forums.unrealengine.com/u/IronicParadox)\
**Replies:** 5\
**Last updated:** [September 25, 2025, 3:30pm UTC](https://forums.unrealengine.com/t/5-1-issues-with-global-distance-field-max-distance-while-using-lumen/744035 "2025-09-25T15:30:54Z")

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I’ve been having some issues with the max distance of the global distance field lately and it’s been causing headaches for material making (working on a shoreline effect). I think it might be causing some other shadowing…

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## [Virtual Texture sampling in Niagara works in editor but not in packaged builds or standalone ](https://forums.unrealengine.com/t/virtual-texture-sampling-in-niagara-works-in-editor-but-not-in-packaged-builds-or-standalone/2668482)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 25, 2025, 2:34pm UTC](https://forums.unrealengine.com/t/virtual-texture-sampling-in-niagara-works-in-editor-but-not-in-packaged-builds-or-standalone/2668482 "2025-09-25T14:34:22Z")

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Setting particle color by sampling Virtual Texture assets in Niagara works as expected in the editor, but fails in packaged builds. Expected result: Niagara particles should be able to sample from Virtual Texture asset…

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## [Flickering Lighting](https://forums.unrealengine.com/t/flickering-lighting/2659314)

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**Author:** [@TheGoldenApe](https://forums.unrealengine.com/u/TheGoldenApe)\
**Replies:** 6\
**Last updated:** [September 25, 2025, 1:57pm UTC](https://forums.unrealengine.com/t/flickering-lighting/2659314 "2025-09-25T13:57:38Z")

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Hello, I’ve been trying to learn Unreal Lighting. I think I have some of the basics down, but of course I’m no expert. I’m trying to create a space ship fighting game. Naturally I’m trying to develop lighting that wor…

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## [After baking static lights in UE5, shadows from moving objects are not lost.](https://forums.unrealengine.com/t/after-baking-static-lights-in-ue5-shadows-from-moving-objects-are-not-lost/2659717)

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**Author:** [@WHHwxiaop](https://forums.unrealengine.com/u/WHHwxiaop)\
**Replies:** 0\
**Last updated:** [September 25, 2025, 8:09am UTC](https://forums.unrealengine.com/t/after-baking-static-lights-in-ue5-shadows-from-moving-objects-are-not-lost/2659717 "2025-09-25T08:09:57Z")

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Why do shadows from moving objects persist after baking static lights in UE5? Previously in UE4, moving models required a rebuild after construction. Why isn’t this necessary in UE5? Why don’t moving objects lose their …

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## [Motion Vector Bug: Focal Length Changes Use Wrong Center Point in EXR Export](https://forums.unrealengine.com/t/motion-vector-bug-focal-length-changes-use-wrong-center-point-in-exr-export/2659668)

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**Author:** [@fxckenstein](https://forums.unrealengine.com/u/fxckenstein)\
**Replies:** 1\
**Last updated:** [September 25, 2025, 8:09am UTC](https://forums.unrealengine.com/t/motion-vector-bug-focal-length-changes-use-wrong-center-point-in-exr-export/2659668 "2025-09-25T08:09:51Z")

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When animating camera focal length, motion vectors in EXR exports are calculated from the wrong center point, causing incorrect motion blur in post-production. Expected: Motion vectors should emanate from image center (…

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## [Metahuman eyelid twitching in render](https://forums.unrealengine.com/t/metahuman-eyelid-twitching-in-render/1209180)

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**Author:** [@ychiang6](https://forums.unrealengine.com/u/ychiang6)\
**Replies:** 1\
**Last updated:** [September 25, 2025, 7:49am UTC](https://forums.unrealengine.com/t/metahuman-eyelid-twitching-in-render/1209180 "2025-09-25T07:49:53Z")

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Hi guys, I’m in a bit of a pickle here. I notice whenever I try to render a scene with my metahuman characters. Longer eyelashes from female character tend to twitch rapidly in render scene as well as the eye lid someti…

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## [Render target packing optimizations](https://forums.unrealengine.com/t/render-target-packing-optimizations/2659638)

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**Author:** [@SlayerOfWhales](https://forums.unrealengine.com/u/SlayerOfWhales)\
**Replies:** 1\
**Last updated:** [September 25, 2025, 6:16am UTC](https://forums.unrealengine.com/t/render-target-packing-optimizations/2659638 "2025-09-25T06:16:42Z")

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Hello, I have been working on a simple water sim for fun lately and have come to a divergence point regarding the structure of the project. Let’s consider three single channel, low precision render targets: Foam, Old fo…

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## [UE5的半透物体无法动态合批 ](https://forums.unrealengine.com/t/ue5/2668200)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [September 25, 2025, 3:40am UTC](https://forums.unrealengine.com/t/ue5/2668200 "2025-09-25T03:40:23Z")

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hi，我看了下5的代码这块去掉了EMeshPassFlags::CachedMeshCommands的flag标识，这样在渲染半透物体的时候都会作为动态物体重新生成drawcomand导致无法合批，想问下这个修改是基于什么考虑去做的。 REGISTER\_MESHPASSPROCESSOR\_AND\_PSOCOLLECTOR(TranslucencyStandardPass, CreateTranslucencyStandardPassP…

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## [PlanarReflection does not work when facing certain directions. ](https://forums.unrealengine.com/t/planarreflection-does-not-work-when-facing-certain-directions/2668194)

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**Author:** [@Masa\_Yamakawa](https://forums.unrealengine.com/u/Masa_Yamakawa)\
**Replies:** 1\
**Last updated:** [September 24, 2025, 8:42pm UTC](https://forums.unrealengine.com/t/planarreflection-does-not-work-when-facing-certain-directions/2668194 "2025-09-24T20:42:42Z")

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(This is a translation of a \[Japanese \[Content removed\] by a Japanese licensee.) Looking into the Engine, it seems that the issue is caused by the shaders: Engine\\Shaders\\Private\\MobileLightingCommon.ush and Engine\\Sh…

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## [Crash on LOD change in FSkeletalMeshObjectGPUSkin::GetCachedGeometry -\> FGPUSkinCache::GetPositionBuffer due to Niagara's Skeletal Mesh Location Module ](https://forums.unrealengine.com/t/crash-on-lod-change-in-fskeletalmeshobjectgpuskin-getcachedgeometry-fgpuskincache-getpositionbuffer-due-to-niagaras-skeletal-mesh-location-module/2668189)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [September 24, 2025, 7:30pm UTC](https://forums.unrealengine.com/t/crash-on-lod-change-in-fskeletalmeshobjectgpuskin-getcachedgeometry-fgpuskincache-getpositionbuffer-due-to-niagaras-skeletal-mesh-location-module/2668189 "2025-09-24T19:30:11Z")

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We are experiencing a crash in FGPUSkinCache::GetPositionBuffer which is called by FSkeletalMeshObjectGPUSkin::GetCachedGeometry. This is due to Niagara’s “Skeletal Mesh Location” Module on a character. The crash happens…

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## [Groom renders green in Scene Capture 2D ](https://forums.unrealengine.com/t/groom-renders-green-in-scene-capture-2d/2668181)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 24, 2025, 4:20pm UTC](https://forums.unrealengine.com/t/groom-renders-green-in-scene-capture-2d/2668181 "2025-09-24T16:20:09Z")

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I’m having an issue rendering Groom in a Scene Capture 2D. I checked every flag, no luck. We are in Perspective, translucent rendering is on, and pretty much tested every single bool in the Scene Capture component with…

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## [How to fix translucent shadows with the new ray tracing for translucency in 5.6? ](https://forums.unrealengine.com/t/how-to-fix-translucent-shadows-with-the-new-ray-tracing-for-translucency-in-5-6/2542444)

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**Author:** [@jorgethepro222](https://forums.unrealengine.com/u/jorgethepro222)\
**Replies:** 1\
**Last updated:** [September 24, 2025, 4:06pm UTC](https://forums.unrealengine.com/t/how-to-fix-translucent-shadows-with-the-new-ray-tracing-for-translucency-in-5-6/2542444 "2025-09-24T16:06:38Z")

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I’m trying to make realistic glass effect with this new ray tracing, but for some reason, the shadows doesn’t work well. The material, the lights, and the objets, everything has cast shadows, ray tracing shadows, and …

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## [No matter what I do, I can't seem to stop the sunlight from 'leaking' through the meshes. Is there any solution?](https://forums.unrealengine.com/t/no-matter-what-i-do-i-cant-seem-to-stop-the-sunlight-from-leaking-through-the-meshes-is-there-any-solution/1670267)

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**Author:** [@Hyraxon](https://forums.unrealengine.com/u/Hyraxon)\
**Replies:** 14\
**Last updated:** [September 24, 2025, 1:49pm UTC](https://forums.unrealengine.com/t/no-matter-what-i-do-i-cant-seem-to-stop-the-sunlight-from-leaking-through-the-meshes-is-there-any-solution/1670267 "2025-09-24T13:49:49Z")

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In this scene, the character is completely surrounded by wall meshes, yet the light still leaks through.

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