# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=91

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**Page:** 92

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## [GPU Lightmass Bake Crash - 5.6 ](https://forums.unrealengine.com/t/gpu-lightmass-bake-crash-5-6/2661964)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 15, 2025, 12:24pm UTC](https://forums.unrealengine.com/t/gpu-lightmass-bake-crash-5-6/2661964 "2025-09-15T12:24:16Z")

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On large-format ICVFX stages it is a standard that we support two frustums. This requires one node in the cluster to render three rasters simultaneously, with one GPU doing double duty rendering the two frustums. Because…

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## [RenderDoc (v1.4), DXIL Shader debugging not supported ?](https://forums.unrealengine.com/t/renderdoc-v1-4-dxil-shader-debugging-not-supported/760719)

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**Author:** [@ftournade](https://forums.unrealengine.com/u/ftournade)\
**Replies:** 3\
**Last updated:** [September 15, 2025, 2:28am UTC](https://forums.unrealengine.com/t/renderdoc-v1-4-dxil-shader-debugging-not-supported/760719 "2025-09-15T02:28:54Z")

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Hi, I’ve been able to generate shader debug info in UE5.1 using : r.Shaders.Optimize=0 r.Shaders.Symbols=1 r.Shaders.SkipCompression=1 In renderdoc I can see the HLSL source, but shader debugging is disabled, when h…

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## [How to combine two RotateAboutAxis?](https://forums.unrealengine.com/t/how-to-combine-two-rotateaboutaxis/137617)

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**Author:** [@Dvidae](https://forums.unrealengine.com/u/Dvidae)\
**Replies:** 11\
**Last updated:** [September 15, 2025, 12:25am UTC](https://forums.unrealengine.com/t/how-to-combine-two-rotateaboutaxis/137617 "2025-09-15T00:25:22Z")

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Hey there, I have been trying to combine these two RotateAboutAxis in many ways but I cant never edit the two rotation values on an instance and get the correct result. Whats the proper way to mixing these two component…

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## [Stepped Low Res Edges](https://forums.unrealengine.com/t/stepped-low-res-edges/2656626)

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**Author:** [@playard\_studios](https://forums.unrealengine.com/u/playard_studios)\
**Replies:** 1\
**Last updated:** [September 15, 2025, 12:18am UTC](https://forums.unrealengine.com/t/stepped-low-res-edges/2656626 "2025-09-15T00:18:25Z")

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Having an issue with 5.6.1 with the edges on Metahuman characters where the edges are stepped as in the image below. I think I tried all the usual suspects (r.DOF.Scatter.BackgroundCompositing 1, r.DOF.Gather.Resolution…

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## [Rendering certain objects with transparent background.](https://forums.unrealengine.com/t/rendering-certain-objects-with-transparent-background/2656390)

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**Author:** [@NikolaNikola34](https://forums.unrealengine.com/u/NikolaNikola34)\
**Replies:** 2\
**Last updated:** [September 14, 2025, 7:21pm UTC](https://forums.unrealengine.com/t/rendering-certain-objects-with-transparent-background/2656390 "2025-09-14T19:21:49Z")

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What is the best way to render certain objects in a scene with a transparent background without hiding everything else. I did this with custom depth pass and making a green screen in the post process volume, however now…

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## [bad light quality in mobile vr](https://forums.unrealengine.com/t/bad-light-quality-in-mobile-vr/2656452)

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**Author:** [@RonnyNeumann](https://forums.unrealengine.com/u/RonnyNeumann)\
**Replies:** 1\
**Last updated:** [September 14, 2025, 4:13pm UTC](https://forums.unrealengine.com/t/bad-light-quality-in-mobile-vr/2656452 "2025-09-14T16:13:19Z")

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Hi there :slight\_smile: We are currently building a VR enviroment based on the VR-Template and while the lighting looks great in the regular preview, that isnt the case when we enable the android preview :frowning: Cubem…

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## [Cannot remove lightmaps from project](https://forums.unrealengine.com/t/cannot-remove-lightmaps-from-project/2656531)

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**Author:** [@Perfect\_Human\_Interface](https://forums.unrealengine.com/u/Perfect_Human_Interface)\
**Replies:** 1\
**Last updated:** [September 14, 2025, 12:09pm UTC](https://forums.unrealengine.com/t/cannot-remove-lightmaps-from-project/2656531 "2025-09-14T12:09:49Z")

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Hello, a while ago I was experimenting with light baking in my game project. Since then I’ve removed it, but for some reason I still have lightmaps in my level. I have enabled the “force no precomputed lighting” option a…

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## [Periodic hitches in UpdateGPUScene\_Primitives ](https://forums.unrealengine.com/t/periodic-hitches-in-updategpuscene-primitives/2554569)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 14, 2025, 1:05am UTC](https://forums.unrealengine.com/t/periodic-hitches-in-updategpuscene-primitives/2554569 "2025-09-14T01:05:47Z")

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We’re having an issue where the game hitches every 30-60s, the attached Unreal Insight screenshots show that the hitches are caused by UpdateGPUScene\_Primitives taking much longer than usual. Is there any advice on what…

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## [My whole screen went black when I opened my project](https://forums.unrealengine.com/t/my-whole-screen-went-black-when-i-opened-my-project/451783)

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**Author:** [@0nePunchMiles1](https://forums.unrealengine.com/u/0nePunchMiles1)\
**Replies:** 16\
**Last updated:** [September 13, 2025, 10:36pm UTC](https://forums.unrealengine.com/t/my-whole-screen-went-black-when-i-opened-my-project/451783 "2025-09-13T22:36:41Z")

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When I opened my Unreal project, my screen which normally shows my scene where I build was pitch black. I couldn’t see anything from my game. The whole screen was black and I fear that I won’t be able to get my game back…

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## [Making an actor visible only from a scenecapture2d](https://forums.unrealengine.com/t/making-an-actor-visible-only-from-a-scenecapture2d/298049)

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**Author:** [@capnbubs](https://forums.unrealengine.com/u/capnbubs)\
**Replies:** 13\
**Last updated:** [September 13, 2025, 8:51pm UTC](https://forums.unrealengine.com/t/making-an-actor-visible-only-from-a-scenecapture2d/298049 "2025-09-13T20:51:16Z")

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I need to make an actor visible only to a scenecapture2d and invisible to the main player camera. This is so that the player will only be able to see the actor when viewed through a security camera. This is a very impo…

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## [Excluding player from post process material](https://forums.unrealengine.com/t/excluding-player-from-post-process-material/2655458)

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**Author:** [@hognozedev](https://forums.unrealengine.com/u/hognozedev)\
**Replies:** 4\
**Last updated:** [September 13, 2025, 7:42pm UTC](https://forums.unrealengine.com/t/excluding-player-from-post-process-material/2655458 "2025-09-13T19:42:21Z")

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Trying to exclude my player sprite from the retro post process effect i have on the rest of my level. Followed some tutorials and know i have to make a mask/ stencil of some kind to exclude my player but honestly have n…

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## [Temporal Sample Count higher than 1, mesh actor disappears](https://forums.unrealengine.com/t/temporal-sample-count-higher-than-1-mesh-actor-disappears/2557192)

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**Author:** [@NikolaNikola34](https://forums.unrealengine.com/u/NikolaNikola34)\
**Replies:** 2\
**Last updated:** [September 13, 2025, 6:10pm UTC](https://forums.unrealengine.com/t/temporal-sample-count-higher-than-1-mesh-actor-disappears/2557192 "2025-09-13T18:10:00Z")

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I’ve seen this bug on 2 other post but no solution. As stated in the title, whenever I put the temporal sample count higher than 1 my mesh actor that is animated by spline just disappears. Please help!

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## [Scaling Texture from object coordinates ](https://forums.unrealengine.com/t/scaling-texture-from-object-coordinates/2656055)

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**Author:** [@DiamondLieuwe](https://forums.unrealengine.com/u/DiamondLieuwe)\
**Replies:** 2\
**Last updated:** [September 13, 2025, 12:01pm UTC](https://forums.unrealengine.com/t/scaling-texture-from-object-coordinates/2656055 "2025-09-13T12:01:00Z")

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So after to much trial and error, I’ve managed to not just get an image to project on top of a mesh, but to also zoom in or out depending on the distance between the object and the camera. But now I’ve stumbled upon a…

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## [Post Process Material Is Not Detecting/Displaying the Edges For Translucent Material on Static Mesh - For Unreal Engine 5.6](https://forums.unrealengine.com/t/post-process-material-is-not-detecting-displaying-the-edges-for-translucent-material-on-static-mesh-for-unreal-engine-5-6/2656223)

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**Author:** [@pvaniawala](https://forums.unrealengine.com/u/pvaniawala)\
**Replies:** 0\
**Last updated:** [September 13, 2025, 7:20am UTC](https://forums.unrealengine.com/t/post-process-material-is-not-detecting-displaying-the-edges-for-translucent-material-on-static-mesh-for-unreal-engine-5-6/2656223 "2025-09-13T07:20:56Z")

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Hello, What I am trying to achieve is Display Edges for Static Meshes - which have translucent materials applied to it. All the edges should display using Post Process Material / Post Process Volume. I have tried the a…

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## [Cull distance volume overrides foliage culling?](https://forums.unrealengine.com/t/cull-distance-volume-overrides-foliage-culling/507817)

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**Author:** [@isikdev](https://forums.unrealengine.com/u/isikdev)\
**Replies:** 3\
**Last updated:** [September 13, 2025, 4:00am UTC](https://forums.unrealengine.com/t/cull-distance-volume-overrides-foliage-culling/507817 "2025-09-13T04:00:52Z")

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Hi. I’ve been working on a big map which has a lot of foliage. I have setup culling for each individual foliage mesh so that works perfectly. However I have lots of meshes in the map except the foliage as well. If I were…

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## [Iluminación de fortnite creativo ](https://forums.unrealengine.com/t/iluminacion-de-fortnite-creativo/2656201)

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**Author:** [@El\_banbini700](https://forums.unrealengine.com/u/El_banbini700)\
**Replies:** 0\
**Last updated:** [September 13, 2025, 3:06am UTC](https://forums.unrealengine.com/t/iluminacion-de-fortnite-creativo/2656201 "2025-09-13T03:06:51Z")

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"Hola equipo de soporte de Fortnite, Me dirijo a ustedes con respecto a mi petición que realicé el 6 de septiembre sobre problemas con la iluminación en el modo creativo. Desafortunadamente, no recibí la ayuda que neces…

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## [Bloom and Light Shafts at a Distance ](https://forums.unrealengine.com/t/bloom-and-light-shafts-at-a-distance/2664557)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [September 12, 2025, 11:20pm UTC](https://forums.unrealengine.com/t/bloom-and-light-shafts-at-a-distance/2664557 "2025-09-12T23:20:29Z")

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Good morning, I have a question regarding increasing the bloom of emissive lights, and visibility of light shafts of point light functions in volumetric fog. Currently the bloom effect of emissive lights seems to be li…

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## [Jagged eyelids on Metahumans (Mac OS)](https://forums.unrealengine.com/t/jagged-eyelids-on-metahumans-mac-os/2654075)

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**Author:** [@iwanttovanish](https://forums.unrealengine.com/u/iwanttovanish)\
**Replies:** 1\
**Last updated:** [September 12, 2025, 9:05pm UTC](https://forums.unrealengine.com/t/jagged-eyelids-on-metahumans-mac-os/2654075 "2025-09-12T21:05:51Z")

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Hey there so I unfortunetly no longer have a working windows pc and got a Mac instead as I needed something more portable, I loaded in a metahuman into 5.6 that I created on windows, but on ue 5,6 for Mac any metahuman I…

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## [Mac SM6 and Sequencer Rendering all Black ](https://forums.unrealengine.com/t/mac-sm6-and-sequencer-rendering-all-black/2520672)

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**Author:** [@tlcplmax](https://forums.unrealengine.com/u/tlcplmax)\
**Replies:** 1\
**Last updated:** [September 12, 2025, 9:04pm UTC](https://forums.unrealengine.com/t/mac-sm6-and-sequencer-rendering-all-black/2520672 "2025-09-12T21:04:02Z")

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I’m running into a dead end with 5.5/5.6 where the Sequencer will absolutely not render anything besides solid black frames with Shader Model 6 enabled. SM6 is required to get virtual shadows, and I was very excited to s…

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## [Nanite skinned mesh does not respect disabled sections from skeletal mesh editor ](https://forums.unrealengine.com/t/nanite-skinned-mesh-does-not-respect-disabled-sections-from-skeletal-mesh-editor/2664550)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 12, 2025, 9:03pm UTC](https://forums.unrealengine.com/t/nanite-skinned-mesh-does-not-respect-disabled-sections-from-skeletal-mesh-editor/2664550 "2025-09-12T21:03:08Z")

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Sections which are disabled on skeletal meshes still render when rendering skeletal meshes using nanite. \[Image Removed\] I have the following hotfix in engine code (NaniteResources.cpp:2469) which appears to fix the is…

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## [Stuttering in editor when I use blueprint](https://forums.unrealengine.com/t/stuttering-in-editor-when-i-use-blueprint/2656159)

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**Author:** [@timucin218](https://forums.unrealengine.com/u/timucin218)\
**Replies:** 0\
**Last updated:** [September 12, 2025, 8:51pm UTC](https://forums.unrealengine.com/t/stuttering-in-editor-when-i-use-blueprint/2656159 "2025-09-12T20:51:27Z")

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I am using Unreal for a couple of days now and I am having some stuttering issue. When I am in blueprint and add a node or do anything else my editor stutters for 2-3 seconds even my cursor stutters. This happens only wh…

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## [What is this? Motion Blur? Ghosting? A result of Anti-aliasing?](https://forums.unrealengine.com/t/what-is-this-motion-blur-ghosting-a-result-of-anti-aliasing/2654425)

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**Author:** [@dhtgames](https://forums.unrealengine.com/u/dhtgames)\
**Replies:** 5\
**Last updated:** [September 12, 2025, 7:02pm UTC](https://forums.unrealengine.com/t/what-is-this-motion-blur-ghosting-a-result-of-anti-aliasing/2654425 "2025-09-12T19:02:48Z")

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Hello. Can anyone shed light on what the blur-like effect in this video could be? If you watch the two black bars on the right side, when the camera moves side to side the bars will blur. I would like to remove this kin…

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## [Path Tracer looks much better in viewport vs exported image](https://forums.unrealengine.com/t/path-tracer-looks-much-better-in-viewport-vs-exported-image/2653511)

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**Author:** [@RB\_Brendan](https://forums.unrealengine.com/u/RB_Brendan)\
**Replies:** 1\
**Last updated:** [September 12, 2025, 6:05pm UTC](https://forums.unrealengine.com/t/path-tracer-looks-much-better-in-viewport-vs-exported-image/2653511 "2025-09-12T18:05:46Z")

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I have been noticing that my Path Tracing views look much better in the viewport than what is being exported from the MRQ. Has anyone else experienced this and might understand what I need to do? I can’t use the High Res…

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## [Rendering issue, big black artifacts appearing during render. ](https://forums.unrealengine.com/t/rendering-issue-big-black-artifacts-appearing-during-render/2656052)

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**Author:** [@Annu445](https://forums.unrealengine.com/u/Annu445)\
**Replies:** 0\
**Last updated:** [September 12, 2025, 1:24pm UTC](https://forums.unrealengine.com/t/rendering-issue-big-black-artifacts-appearing-during-render/2656052 "2025-09-12T13:24:23Z")

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Hello, I am trying to render a scene using the movie render queue on Unreal engine 5.4. During the render progress there are these blocky black artifacts that keep appearing from frame 60, which are not present in the …

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## [Lightmass baking artifacts on plane mesh](https://forums.unrealengine.com/t/lightmass-baking-artifacts-on-plane-mesh/1189719)

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**Author:** [@Andrey\_klkv1](https://forums.unrealengine.com/u/Andrey_klkv1)\
**Replies:** 1\
**Last updated:** [September 12, 2025, 12:43pm UTC](https://forums.unrealengine.com/t/lightmass-baking-artifacts-on-plane-mesh/1189719 "2025-09-12T12:43:33Z")

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After CPU lightmass baking I received this kind of artifacts, like diffuse texture leaks in to baked lightmap. This artefacts placed only in one plane meshes, like carpets etc Do somebody know how to resolve this proble…

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## [Graphics corruption / performance drop with GPUSim Niagara ribbon on AMD GPUs introduced with UE5.6 ](https://forums.unrealengine.com/t/graphics-corruption-performance-drop-with-gpusim-niagara-ribbon-on-amd-gpus-introduced-with-ue5-6/2664554)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [September 12, 2025, 4:53pm UTC](https://forums.unrealengine.com/t/graphics-corruption-performance-drop-with-gpusim-niagara-ribbon-on-amd-gpus-introduced-with-ue5-6/2664554 "2025-09-12T16:53:03Z")

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Hello, UE5.6 introduced graphics corruption/perf drop with certain GPUSim Niagara ribbons on AMD GPUs compared to normal behavior in UE5.5. Sample project that demonstrates the issue is attached with description above. …

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## [GPU Crash in UE5.6 related to AsyncCompute & Nanite ](https://forums.unrealengine.com/t/gpu-crash-in-ue5-6-related-to-asynccompute-nanite/2664549)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 12\
**Last updated:** [September 12, 2025, 10:14am UTC](https://forums.unrealengine.com/t/gpu-crash-in-ue5-6-related-to-asynccompute-nanite/2664549 "2025-09-12T10:14:00Z")

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I encountered large-scale GPU crashes, which I have currently successfully avoided by setting r.RDG.AsyncCompute=0. The direct cause of the errors, according to Aftermath analysis, is Nanite. Nanite-related shaders caus…

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## [UCanvas::MeasureStringInternal not taking newline characters into account ](https://forums.unrealengine.com/t/ucanvas-measurestringinternal-not-taking-newline-characters-into-account/2664552)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 12, 2025, 9:33am UTC](https://forums.unrealengine.com/t/ucanvas-measurestringinternal-not-taking-newline-characters-into-account/2664552 "2025-09-12T09:33:42Z")

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Hi UDN, In UCanvas::MeasureStringInternal, if the current character is ‘\\n’, the height of the character is set to the default char height and then the string continues being measured as normal. This means that measurin…

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## [Many artifacts in the starting project](https://forums.unrealengine.com/t/many-artifacts-in-the-starting-project/2655788)

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**Author:** [@Zimaell](https://forums.unrealengine.com/u/Zimaell)\
**Replies:** 1\
**Last updated:** [September 12, 2025, 8:19am UTC](https://forums.unrealengine.com/t/many-artifacts-in-the-starting-project/2655788 "2025-09-12T08:19:47Z")

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I created a starting empty project, all that is there is a landscape, I didn’t touch any settings, I just created a material and attached textures to it, then attached it to the landscape, the result is on the video. Wh…

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## [UE5.5 nanite细分会出现穿帮问题 ](https://forums.unrealengine.com/t/ue5-5-nanite/2664564)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 9\
**Last updated:** [September 12, 2025, 7:39am UTC](https://forums.unrealengine.com/t/ue5-5-nanite/2664564 "2025-09-12T07:39:22Z")

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附件中有对应样例，打开NewMap​即可，相应视角可以按0触发；

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