# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=88

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**Page:** 89

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## [what does CVarTranslucencyAutoBeforeDOF do? ](https://forums.unrealengine.com/t/what-does-cvartranslucencyautobeforedof-do/2659476)

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**Author:** [@uzin1984](https://forums.unrealengine.com/u/uzin1984)\
**Replies:** 0\
**Last updated:** [September 24, 2025, 1:11pm UTC](https://forums.unrealengine.com/t/what-does-cvartranslucencyautobeforedof-do/2659476 "2025-09-24T13:11:34Z")

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Our translucent VFX sometimes get blurred by DOF even its pass is After DOF,so i searched code and found this CVarTranslucencyAutoBeforeDOF.It seems that translucent mesh will force render before DOF with this CVar defau…

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## [How some Nanite passes work? ](https://forums.unrealengine.com/t/how-some-nanite-passes-work/2667840)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 24, 2025, 8:17am UTC](https://forums.unrealengine.com/t/how-some-nanite-passes-work/2667840 "2025-09-24T08:17:39Z")

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We would like to understand how some Nanite passes work so that to improve our debugging process. These passes belong to the MainPass scope: HierarchyCellCull InstanceHierarchyAppendUncullable InstanceCull - GroupWork …

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## [Apex Destruction not working with Raytracing enabled](https://forums.unrealengine.com/t/apex-destruction-not-working-with-raytracing-enabled/664735)

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**Author:** [@Owl\_Theory](https://forums.unrealengine.com/u/Owl_Theory)\
**Replies:** 2\
**Last updated:** [September 24, 2025, 7:03am UTC](https://forums.unrealengine.com/t/apex-destruction-not-working-with-raytracing-enabled/664735 "2025-09-24T07:03:46Z")

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I’m using UE4.27.2. When raytracing is enabled, destructible mesh chunks are not being destroyed when their lifetime expires. Instead, they appear to freeze and lose shadows. In this odd state, they toggle visibility wh…

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## [Freeze/Crash in Renderer Since UE 5.6.0](https://forums.unrealengine.com/t/freeze-crash-in-renderer-since-ue-5-6-0/2641708)

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**Author:** [@SimonSuckut](https://forums.unrealengine.com/u/SimonSuckut)\
**Replies:** 5\
**Last updated:** [September 24, 2025, 4:58am UTC](https://forums.unrealengine.com/t/freeze-crash-in-renderer-since-ue-5-6-0/2641708 "2025-09-24T04:58:24Z")

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Hi everyone, Since upgrading to Unreal Engine 5.6, we’ve been experiencing frequent crashes and freezes in the editor. The problem occurs in both DX11 and DX12, though it seems slightly more stable under DX11. The cras…

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## [There are invisible objects in the lens material](https://forums.unrealengine.com/t/there-are-invisible-objects-in-the-lens-material/2658619)

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**Author:** [@no\_reply](https://forums.unrealengine.com/u/no_reply)\
**Replies:** 1\
**Last updated:** [September 23, 2025, 11:41pm UTC](https://forums.unrealengine.com/t/there-are-invisible-objects-in-the-lens-material/2658619 "2025-09-23T23:41:56Z")

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I created a lens mesh and applied a material to it. When I look through the lens mesh, I can see the world, but I also see the interior of the optics mesh itself. How can I mask or hide the weapon mesh and the optics mes…

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## [Is Naninte support for Mutable characters and Groom planned, and if so, when could we expect it? ](https://forums.unrealengine.com/t/is-naninte-support-for-mutable-characters-and-groom-planned-and-if-so-when-could-we-expect-it/2667855)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 23, 2025, 10:36pm UTC](https://forums.unrealengine.com/t/is-naninte-support-for-mutable-characters-and-groom-planned-and-if-so-when-could-we-expect-it/2667855 "2025-09-23T22:36:29Z")

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Is Naninte support for Mutable characters and Groom planned, and if so, when could we expect it?

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## [Unreal 5.5.4 to 5.6.1 - fixing horribly worse shadows?](https://forums.unrealengine.com/t/unreal-5-5-4-to-5-6-1-fixing-horribly-worse-shadows/2650634)

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**Author:** [@Wrex55](https://forums.unrealengine.com/u/Wrex55)\
**Replies:** 7\
**Last updated:** [September 23, 2025, 7:00pm UTC](https://forums.unrealengine.com/t/unreal-5-5-4-to-5-6-1-fixing-horribly-worse-shadows/2650634 "2025-09-23T19:00:39Z")

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I’m not even sure where to begin with this. I wasn’t expecting any graphics visuals to be this drastic, considering my project was converting from right at the end of 5.5. Shadows from direct sun are yielding blurry lo…

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## [Raytrace reflection help. Why does building not appear in reflections if the building is nanite but it DOES appear if i disable nanite from the building?](https://forums.unrealengine.com/t/raytrace-reflection-help-why-does-building-not-appear-in-reflections-if-the-building-is-nanite-but-it-does-appear-if-i-disable-nanite-from-the-building/2656676)

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**Author:** [@kurylo3d](https://forums.unrealengine.com/u/kurylo3d)\
**Replies:** 7\
**Last updated:** [September 23, 2025, 5:37pm UTC](https://forums.unrealengine.com/t/raytrace-reflection-help-why-does-building-not-appear-in-reflections-if-the-building-is-nanite-but-it-does-appear-if-i-disable-nanite-from-the-building/2656676 "2025-09-23T17:37:34Z")

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Raytrace reflection help. Why does building not appear in reflections if the building is nanite but it DOES appear if i disable nanite from the building?

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## [nDisplay struggles ](https://forums.unrealengine.com/t/ndisplay-struggles/2649344)

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**Author:** [@brollsroyce\_tek](https://forums.unrealengine.com/u/brollsroyce_tek)\
**Replies:** 2\
**Last updated:** [September 23, 2025, 5:07pm UTC](https://forums.unrealengine.com/t/ndisplay-struggles/2649344 "2025-09-23T17:07:00Z")

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Hello, I want to have a simple ndisplay setup, to run locally such that the output is a stereo side by side image. I made the config with one node, one viewport and it has just the default view origin. Via switchboard,…

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## [RHI and Game Threads are massively stalling (4.4ms wait time!)](https://forums.unrealengine.com/t/rhi-and-game-threads-are-massively-stalling-4-4ms-wait-time/2659158)

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**Author:** [@TetraStudiosDev](https://forums.unrealengine.com/u/TetraStudiosDev)\
**Replies:** 3\
**Last updated:** [September 23, 2025, 4:26pm UTC](https://forums.unrealengine.com/t/rhi-and-game-threads-are-massively-stalling-4-4ms-wait-time/2659158 "2025-09-23T16:26:27Z")

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See image attached below - there is a massive delay here, and I can’t seem to figure out why. The biggest task that causes the wait is OcclusionCulling, but I feel that’s a symptom rather than a cause. Any tips for how …

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## [Transparency with blend mode "masked"](https://forums.unrealengine.com/t/transparency-with-blend-mode-masked/140010)

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**Author:** [@Krystoh](https://forums.unrealengine.com/u/Krystoh)\
**Replies:** 7\
**Last updated:** [September 23, 2025, 4:04pm UTC](https://forums.unrealengine.com/t/transparency-with-blend-mode-masked/140010 "2025-09-23T16:04:04Z")

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Hello everyone, I have buy some assets on the markeplace, and the tree materials are in blend mode “masked”… My problem is that i want the trees to become transparent if they are between the camera and the player, and …

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## [Crash in FRenderAssetStreamingManager::UpdateResourceStreaming due to invalid array index ](https://forums.unrealengine.com/t/crash-in-frenderassetstreamingmanager-updateresourcestreaming-due-to-invalid-array-index/2667842)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 23, 2025, 3:48pm UTC](https://forums.unrealengine.com/t/crash-in-frenderassetstreamingmanager-updateresourcestreaming-due-to-invalid-array-index/2667842 "2025-09-23T15:48:27Z")

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We ran into a crash in FRenderAssetStreamingManager::UpdateResourceStreaming due to an invalid array index: \[Image Removed\] The TextureIndex in InflightRenderAssets is bigger than the number of elements in StreamingRen…

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## [RHIT and Game Thread Running Sequentially (UE5.3.2) only in Shipping Build](https://forums.unrealengine.com/t/rhit-and-game-thread-running-sequentially-ue5-3-2-only-in-shipping-build/2369287)

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**Author:** [@Krabworks](https://forums.unrealengine.com/u/Krabworks)\
**Replies:** 5\
**Last updated:** [September 23, 2025, 1:51pm UTC](https://forums.unrealengine.com/t/rhit-and-game-thread-running-sequentially-ue5-3-2-only-in-shipping-build/2369287 "2025-09-23T13:51:15Z")

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Hi Yall - I’ve seen a couple of threads on this (Desync between the Render and Game Threads?) but still no comment on why it happens or how to fix it. Basically the RHIT and Game Thread run simultaneously in editor, but…

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## [Help for WorldPartitionRuntimeVirtualTextureBuilder ](https://forums.unrealengine.com/t/help-for-worldpartitionruntimevirtualtexturebuilder/2667851)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 23, 2025, 1:42pm UTC](https://forums.unrealengine.com/t/help-for-worldpartitionruntimevirtualtexturebuilder/2667851 "2025-09-23T13:42:46Z")

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Hello! I was wondering if you should update the doc : https://dev.epicgames.com/documentation/en-us/unreal-engine/world-partition-builder-commandlet-reference to add example for : \`UWorldPartitionRuntimeVirtualTextureBu…

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## [Displaying an HDR image correctly in a UI element - HDR calibration image](https://forums.unrealengine.com/t/displaying-an-hdr-image-correctly-in-a-ui-element-hdr-calibration-image/2655475)

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**Author:** [@angelman](https://forums.unrealengine.com/u/angelman)\
**Replies:** 1\
**Last updated:** [September 23, 2025, 1:07pm UTC](https://forums.unrealengine.com/t/displaying-an-hdr-image-correctly-in-a-ui-element-hdr-calibration-image/2655475 "2025-09-23T13:07:44Z")

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I am implementing an HDR calibration feature and want the user to be able to preview the result of enabling HDR in realtime in the game. I have a true HDR exr image imported into the engine and am using it for the calibr…

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## [UE 5 + Groom/Hair is not working properly](https://forums.unrealengine.com/t/ue-5-groom-hair-is-not-working-properly/248367)

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**Author:** [@Renoli](https://forums.unrealengine.com/u/Renoli)\
**Replies:** 15\
**Last updated:** [September 23, 2025, 1:00pm UTC](https://forums.unrealengine.com/t/ue-5-groom-hair-is-not-working-properly/248367 "2025-09-23T13:00:02Z")

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Hey all, I am creating a character to test UE5, and I realized the the hair shader ignores any indirect light. So it gets super dark. Also the Scatter and Backlight from the shader doesn’t seems to be affecting anything…

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## [What happened to physically accurate lighting in Unreal?](https://forums.unrealengine.com/t/what-happened-to-physically-accurate-lighting-in-unreal/2658946)

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**Author:** [@Isambard\_Kingdom](https://forums.unrealengine.com/u/Isambard_Kingdom)\
**Replies:** 3\
**Last updated:** [September 23, 2025, 10:52am UTC](https://forums.unrealengine.com/t/what-happened-to-physically-accurate-lighting-in-unreal/2658946 "2025-09-23T10:52:35Z")

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So we’ve all seen them; those tech demos showcasing mind-blowing caustics being demonstrated in real time in 4.25 or 4.26. I’d never tried to reproduce it until today, where we’ve discovered that it really doesn’t work o…

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## [Custom Depth Stencil Write Mask not work on Mobile](https://forums.unrealengine.com/t/custom-depth-stencil-write-mask-not-work-on-mobile/487755)

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**Author:** [@Xiangming\_Lu](https://forums.unrealengine.com/u/Xiangming_Lu)\
**Replies:** 7\
**Last updated:** [September 23, 2025, 10:31am UTC](https://forums.unrealengine.com/t/custom-depth-stencil-write-mask-not-work-on-mobile/487755 "2025-09-23T10:31:47Z")

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On Mobile, Custom Depth Stencil Write Mask is not respected at all. For example, stencil value = 3. write mask = first bit. it should write out 1. but it write out 3. When can this be fixed?

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## [Flickering issues when rendering a large number of meshes using Niagara particle clusters.](https://forums.unrealengine.com/t/flickering-issues-when-rendering-a-large-number-of-meshes-using-niagara-particle-clusters/2658962)

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**Author:** [@4191](https://forums.unrealengine.com/u/4191)\
**Replies:** 1\
**Last updated:** [September 23, 2025, 12:03am UTC](https://forums.unrealengine.com/t/flickering-issues-when-rendering-a-large-number-of-meshes-using-niagara-particle-clusters/2658962 "2025-09-23T00:03:16Z")

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I’m creating a scene with a large number of enemies using MassAI and Niagara particles, where Niagara is fully responsible for their appearance. However, I’ve found that when Temporal Anti-Aliasing (TAA) is enabled, the …

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## [How to disable SSR and Raytracing?](https://forums.unrealengine.com/t/how-to-disable-ssr-and-raytracing/2177616)

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**Author:** [@1mYuuta](https://forums.unrealengine.com/u/1mYuuta)\
**Replies:** 3\
**Last updated:** [September 22, 2025, 11:01pm UTC](https://forums.unrealengine.com/t/how-to-disable-ssr-and-raytracing/2177616 "2025-09-22T23:01:20Z")

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Hi everyone, I’m trying to completely disable Screen Space Reflections (SSR) and other Raytracing reflection-related settings in the game Marvel Rivals, which is built on Unreal Engine 5. Since the ingame-settings only …

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## [Help with multpile post processes ](https://forums.unrealengine.com/t/help-with-multpile-post-processes/2658990)

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**Author:** [@Obsidian\_Walrus](https://forums.unrealengine.com/u/Obsidian_Walrus)\
**Replies:** 0\
**Last updated:** [September 22, 2025, 4:11pm UTC](https://forums.unrealengine.com/t/help-with-multpile-post-processes/2658990 "2025-09-22T16:11:36Z")

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I am trying to create an effect where there are outlines on the objects in the scene. I have one post process material that applies the lines, then another that distorts them. These output as just the outlines, with no m…

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## [Niagara translucent particles dont recieve shadows at a distance from the camera ](https://forums.unrealengine.com/t/niagara-translucent-particles-dont-recieve-shadows-at-a-distance-from-the-camera/2658022)

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**Author:** [@klaresmeerlab96](https://forums.unrealengine.com/u/klaresmeerlab96)\
**Replies:** 3\
**Last updated:** [September 22, 2025, 8:32am UTC](https://forums.unrealengine.com/t/niagara-translucent-particles-dont-recieve-shadows-at-a-distance-from-the-camera/2658022 "2025-09-22T08:32:33Z")

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When moving away from the camera, Niagara transparent particles seems to be not shaded, even though there is a shadow at that point in space. There is a screenshot illustrating the problem. All of it trail in shadow …

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## [DX12 Predication ](https://forums.unrealengine.com/t/dx12-predication/2667500)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [September 22, 2025, 10:14am UTC](https://forums.unrealengine.com/t/dx12-predication/2667500 "2025-09-22T10:14:10Z")

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https://gpuopen.com/download/gdc\\-2019\\-s4\\-optimization\\-techniques\\-re2\\-dmc5\\.pdf I find the dx12 feature in Capcom’s RE Engine. It’s work when occlusion culling or indirect draw zero instance. I feel confuse why u…

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## [Crowd variation shader for Vertex animated Texture ](https://forums.unrealengine.com/t/crowd-variation-shader-for-vertex-animated-texture/2667485)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [September 22, 2025, 10:12am UTC](https://forums.unrealengine.com/t/crowd-variation-shader-for-vertex-animated-texture/2667485 "2025-09-22T10:12:03Z")

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Hi Team, We are writing to report a critical issue regarding texture variation in our vertex-animated crowds (created using the Overcrowd plugin). The crowds are populated via Niagara particles. We have implemented a t…

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## [移动端planer reflection 使用sspr时反射效果有偏差 ](https://forums.unrealengine.com/t/planer-reflection-sspr/2667507)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [September 22, 2025, 9:05am UTC](https://forums.unrealengine.com/t/planer-reflection-sspr/2667507 "2025-09-22T09:05:54Z")

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移动端开启​MobilePPR，随意搭建一个使用SSPR的场景，用鼠标缩放场景窗口，可以看到反射有明显偏差，如下图所示 \[Image Removed\]

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## [MediaCapture (Scene Viewport Capture) × custom SceneViewExtension (Tonemap hook) used together causes the MediaViewPort Capture output to be black / does not occur with RenderTarget Capture ](https://forums.unrealengine.com/t/mediacapture-scene-viewport-capture-x-custom-sceneviewextension-tonemap-hook-used-together-causes-the-mediaviewport-capture-output-to-be-black-does-not-occur-with-rendertarget-capture/2667501)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 22, 2025, 6:19am UTC](https://forums.unrealengine.com/t/mediacapture-scene-viewport-capture-x-custom-sceneviewextension-tonemap-hook-used-together-causes-the-mediaviewport-capture-output-to-be-black-does-not-occur-with-rendertarget-capture/2667501 "2025-09-22T06:19:10Z")

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Issue ・In the Scene Viewport Capture preview, the output turns black just by registering a custom SVE to Tonemap with an AfterPass callback. ・Even when the SVE adds no render pass and simply returns the input as-is in …

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## [Is there a way to get selective color effect in post process volume?](https://forums.unrealengine.com/t/is-there-a-way-to-get-selective-color-effect-in-post-process-volume/606717)

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**Author:** [@subboy2004or69](https://forums.unrealengine.com/u/subboy2004or69)\
**Replies:** 8\
**Last updated:** [September 21, 2025, 8:01pm UTC](https://forums.unrealengine.com/t/is-there-a-way-to-get-selective-color-effect-in-post-process-volume/606717 "2025-09-21T20:01:41Z")

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Is there any way to get selective color effect in post process volume? e.g:

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## [How to extract mask images (color mapping) from UE5 as png(ARK Devkit) ](https://forums.unrealengine.com/t/how-to-extract-mask-images-color-mapping-from-ue5-as-png-ark-devkit/2658656)

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**Author:** [@MTBinh](https://forums.unrealengine.com/u/MTBinh)\
**Replies:** 0\
**Last updated:** [September 21, 2025, 2:07pm UTC](https://forums.unrealengine.com/t/how-to-extract-mask-images-color-mapping-from-ue5-as-png-ark-devkit/2658656 "2025-09-21T14:07:45Z")

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Hi, I’m new in UE5, and trying to find out how to extract these 2 images from ARK Devkit. So far I know about the High Resolution Screenshot + dept pass + Buff Visualize - Base color and Scene Capture 2D + Render Target …

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## [Materials making all surfaces black after light baking ](https://forums.unrealengine.com/t/materials-making-all-surfaces-black-after-light-baking/2654778)

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**Author:** [@SMILEYGAMEPLAYZZ](https://forums.unrealengine.com/u/SMILEYGAMEPLAYZZ)\
**Replies:** 2\
**Last updated:** [September 20, 2025, 3:18pm UTC](https://forums.unrealengine.com/t/materials-making-all-surfaces-black-after-light-baking/2654778 "2025-09-20T15:18:36Z")

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Having materials on surfaces seems to break light baking. Anyone know a solution? I removed the material after the bake to see if it would change and there the light was

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## [Lumen keeps rebuilding the scene every second while rendering with Movie Render Queue](https://forums.unrealengine.com/t/lumen-keeps-rebuilding-the-scene-every-second-while-rendering-with-movie-render-queue/2658483)

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**Author:** [@SynthLyn-X](https://forums.unrealengine.com/u/SynthLyn-X)\
**Replies:** 0\
**Last updated:** [September 20, 2025, 2:49pm UTC](https://forums.unrealengine.com/t/lumen-keeps-rebuilding-the-scene-every-second-while-rendering-with-movie-render-queue/2658483 "2025-09-20T14:49:22Z")

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Hi everyone, I’ve been doing architectural visualization with Unreal Engine 4–5 for a long time, mostly using Path Tracing for stills and Lumen for animations. After taking a break, I recently came back to a project and…

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