# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=92

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

**Page:** 93

---

## [Mutable Crash when marking as garbage an UCustomizableObjectInstance ](https://forums.unrealengine.com/t/mutable-crash-when-marking-as-garbage-an-ucustomizableobjectinstance/2664337)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [September 12, 2025, 1:50am UTC](https://forums.unrealengine.com/t/mutable-crash-when-marking-as-garbage-an-ucustomizableobjectinstance/2664337 "2025-09-12T01:50:53Z")

</div>

Hey, hello everyone!. We are using Mutable to create weapons that can contain a variety of attachments. The idea is to build them at runtime based on the different attachments. In the player base we have a kind of work…

---

## [Lazy activation of GPU heaps in FD3D12BindlessResourceManager ](https://forums.unrealengine.com/t/lazy-activation-of-gpu-heaps-in-fd3d12bindlessresourcemanager/2664345)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 11, 2025, 8:58pm UTC](https://forums.unrealengine.com/t/lazy-activation-of-gpu-heaps-in-fd3d12bindlessresourcemanager/2664345 "2025-09-11T20:58:36Z")

</div>

The ctor of FD3D12BindlessResourceManager implies that GPU heap activation is intended to occur lazily with ERHIBindlessConfiguration::RayTracingShaders, however any call to FD3D12BindlessResourceManager::GrowCPUHeap() (…

---

## [Niagara camera based nodes do not work with NiagaraEffectType InstanceRendered systems ](https://forums.unrealengine.com/t/niagara-camera-based-nodes-do-not-work-with-niagaraeffecttype-instancerendered-systems/2666132)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [September 17, 2025, 11:11pm UTC](https://forums.unrealengine.com/t/niagara-camera-based-nodes-do-not-work-with-niagaraeffecttype-instancerendered-systems/2666132 "2025-09-17T23:11:51Z")

</div>

My steps to reproduce show the issue in detail I think. If you need more info let me know. Thanks for any help, Matt

---

## [I need help please  ](https://forums.unrealengine.com/t/i-need-help-please/2655696)

<div class="topic-metadata">

**Author:** [@abdoubenmounah](https://forums.unrealengine.com/u/abdoubenmounah)\
**Replies:** 1\
**Last updated:** [September 11, 2025, 5:51pm UTC](https://forums.unrealengine.com/t/i-need-help-please/2655696 "2025-09-11T17:51:26Z")

</div>

Message: Hello Epic Support, I am experiencing a strange issue while playing Fortnite. The problem is screen flickering that happens mostly when I am in the lobby or when inspecting skins/items in the inventory. Here …

---

## [SVT benefits and pipelines ](https://forums.unrealengine.com/t/svt-benefits-and-pipelines/2663220)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 8\
**Last updated:** [September 11, 2025, 4:04pm UTC](https://forums.unrealengine.com/t/svt-benefits-and-pipelines/2663220 "2025-09-11T16:04:12Z")

</div>

Hi, Based on recommendations we have converted the game as much as possible to use Virtual streaming textures. I converted all textures to be Virtual (barring those that cant, ie Render Targets, Volume Textures, Cubema…

---

## [Actor Shadow Artifacts](https://forums.unrealengine.com/t/actor-shadow-artifacts/2655757)

<div class="topic-metadata">

**Author:** [@The\_Fig](https://forums.unrealengine.com/u/The_Fig)\
**Replies:** 0\
**Last updated:** [September 11, 2025, 3:55pm UTC](https://forums.unrealengine.com/t/actor-shadow-artifacts/2655757 "2025-09-11T15:55:42Z")

</div>

Anyone know what causes artifacts like these?

---

## [Hey Everyone so  im asking what if to do the Cycles from Blender for UE5  For people who don t have RTX Because Not all of us have ways to get a good PC include me so i had idea that ue5 to have cycles why cycles ? well he s working in Blender without GPU ](https://forums.unrealengine.com/t/hey-everyone-so-im-asking-what-if-to-do-the-cycles-from-blender-for-ue5-for-people-who-don-t-have-rtx-because-not-all-of-us-have-ways-to-get-a-good-pc-include-me-so-i-had-idea-that-ue5-to-have-cycles-why-cycles-well-he-s-working-in-blender-without-gpu/2655712)

<div class="topic-metadata">

**Author:** [@Leooogooo34](https://forums.unrealengine.com/u/Leooogooo34)\
**Replies:** 0\
**Last updated:** [September 11, 2025, 1:47pm UTC](https://forums.unrealengine.com/t/hey-everyone-so-im-asking-what-if-to-do-the-cycles-from-blender-for-ue5-for-people-who-don-t-have-rtx-because-not-all-of-us-have-ways-to-get-a-good-pc-include-me-so-i-had-idea-that-ue5-to-have-cycles-why-cycles-well-he-s-working-in-blender-without-gpu/2655712 "2025-09-11T13:47:03Z")

</div>

---

## [In my Unreal Project, I used KB3D model, and its crashs everytime i look closer to these, Does anyone have any idea, please help me? Using UE5.6 | system config R9-9950x, with 5070ti | ](https://forums.unrealengine.com/t/in-my-unreal-project-i-used-kb3d-model-and-its-crashs-everytime-i-look-closer-to-these-does-anyone-have-any-idea-please-help-me-using-ue5-6-system-config-r9-9950x-with-5070ti/2655706)

<div class="topic-metadata">

**Author:** [@sVkproduction1](https://forums.unrealengine.com/u/sVkproduction1)\
**Replies:** 0\
**Last updated:** [September 11, 2025, 1:19pm UTC](https://forums.unrealengine.com/t/in-my-unreal-project-i-used-kb3d-model-and-its-crashs-everytime-i-look-closer-to-these-does-anyone-have-any-idea-please-help-me-using-ue5-6-system-config-r9-9950x-with-5070ti/2655706 "2025-09-11T13:19:16Z")

</div>

---

## [Nanite landscape self-shadow artifacts ](https://forums.unrealengine.com/t/nanite-landscape-self-shadow-artifacts/2664332)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [September 11, 2025, 7:43am UTC](https://forums.unrealengine.com/t/nanite-landscape-self-shadow-artifacts/2664332 "2025-09-11T07:43:24Z")

</div>

I’m currently investigating these banding artifacts in UE5.6.1 with a World Composition Nanite Landscape + VSM shadows. No tessellation. They primarily happen when the directional light angle is close to perpendicular to…

---

## [PSO creation hitch in the Editor ](https://forums.unrealengine.com/t/pso-creation-hitch-in-the-editor/2664341)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [September 11, 2025, 5:30am UTC](https://forums.unrealengine.com/t/pso-creation-hitch-in-the-editor/2664341 "2025-09-11T05:30:24Z")

</div>

After the engine upgrade to 5.6.1, we’ve been experiencing pretty bad hitches caused by PSO creation while moving camera in the maps in the editor. We experienced the PSO creation hitches in the editor before the upgrad…

---

## [How do I enable "Visualize Attenuation" when au.Debug.Sounds is Set?](https://forums.unrealengine.com/t/how-do-i-enable-visualize-attenuation-when-au-debug-sounds-is-set/483623)

<div class="topic-metadata">

**Author:** [@Fraps2020](https://forums.unrealengine.com/u/Fraps2020)\
**Replies:** 8\
**Last updated:** [September 11, 2025, 2:01am UTC](https://forums.unrealengine.com/t/how-do-i-enable-visualize-attenuation-when-au-debug-sounds-is-set/483623 "2025-09-11T02:01:19Z")

</div>

Hi, how do I set the “Visualize Attenuation” flag to enabled, so that I can visualize attenuation spheres for debugging purposes? I do tick the “Debug” option in my soundcue, then enable audio debugging with typing in …

---

## [Issue with SkyLights and r.AllowStaticLighting=0 ](https://forums.unrealengine.com/t/issue-with-skylights-and-r-allowstaticlighting-0/2664013)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [September 10, 2025, 10:21pm UTC](https://forums.unrealengine.com/t/issue-with-skylights-and-r-allowstaticlighting-0/2664013 "2025-09-10T22:21:59Z")

</div>

Hi, We noticed an issue when upgrading to 5.6 that some of our content that uses the SkyLightLeaking feature in SkyLights broke. We traced this back to Epic CL 37535452. The issue is that now that GetSkylightLeakingForR…

---

## [Decal Master Material with PBR Channels toggles](https://forums.unrealengine.com/t/decal-master-material-with-pbr-channels-toggles/2655516)

<div class="topic-metadata">

**Author:** [@UntamedMk828](https://forums.unrealengine.com/u/UntamedMk828)\
**Replies:** 0\
**Last updated:** [September 10, 2025, 10:12pm UTC](https://forums.unrealengine.com/t/decal-master-material-with-pbr-channels-toggles/2655516 "2025-09-10T22:12:23Z")

</div>

Hey! I´m currently working on a small environment and trying to build a master material for decal work. I´d like to have control over which PBR channels are applied unto the surface on which the decal is projected. IE,…

---

## ["Edge" or "outline" detection on a texture for a 2D object](https://forums.unrealengine.com/t/edge-or-outline-detection-on-a-texture-for-a-2d-object/154897)

<div class="topic-metadata">

**Author:** [@ddbrown30](https://forums.unrealengine.com/u/ddbrown30)\
**Replies:** 5\
**Last updated:** [September 10, 2025, 7:26pm UTC](https://forums.unrealengine.com/t/edge-or-outline-detection-on-a-texture-for-a-2d-object/154897 "2025-09-10T19:26:33Z")

</div>

I’m trying to do something that I feel should be fairly simple but my skills in the material editor are pretty much non-existent. What I want to do is take a texture representing an object in my 2D game and create an out…

---

## [Poor shadow casting on translucent material](https://forums.unrealengine.com/t/poor-shadow-casting-on-translucent-material/2654513)

<div class="topic-metadata">

**Author:** [@Palourde89](https://forums.unrealengine.com/u/Palourde89)\
**Replies:** 15\
**Last updated:** [September 10, 2025, 6:48pm UTC](https://forums.unrealengine.com/t/poor-shadow-casting-on-translucent-material/2654513 "2025-09-10T18:48:29Z")

</div>

I try to figure out how to improve de shadow quality on my clouds. On the screenshot, i disabled SkyAtmosphere and SkyLight to show how the shadows are poorly rendered on the clouds compared to the plane surface above…

---

## [How to create a basic day and night cycle in Unreal Engine 5? ](https://forums.unrealengine.com/t/how-to-create-a-basic-day-and-night-cycle-in-unreal-engine-5/2655124)

<div class="topic-metadata">

**Author:** [@Auroraxvdmvdm](https://forums.unrealengine.com/u/Auroraxvdmvdm)\
**Replies:** 5\
**Last updated:** [September 10, 2025, 6:05pm UTC](https://forums.unrealengine.com/t/how-to-create-a-basic-day-and-night-cycle-in-unreal-engine-5/2655124 "2025-09-10T18:05:17Z")

</div>

Hi everyone, I’m learning Unreal Engine 5 and would like to create a simple day and night cycle. I’ve seen some tutorials online but they’re either outdated or too complex. Can someone guide me on how to set up a basic…

---

## [Adaptive Sampling Artifact in Pathtracer Rendering ](https://forums.unrealengine.com/t/adaptive-sampling-artifact-in-pathtracer-rendering/2664001)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [September 10, 2025, 5:30pm UTC](https://forums.unrealengine.com/t/adaptive-sampling-artifact-in-pathtracer-rendering/2664001 "2025-09-10T17:30:24Z")

</div>

Hi, I’m currently working with pathtracer that uses adaptive sampling to optimize render performance. I’ve encountered a visual artifact that appears under specific lighting conditions. When rendering scenes with very b…

---

## [Megalights and First Person Self Shadow - not compatible? ](https://forums.unrealengine.com/t/megalights-and-first-person-self-shadow-not-compatible/2669558)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 14\
**Last updated:** [September 29, 2025, 7:39am UTC](https://forums.unrealengine.com/t/megalights-and-first-person-self-shadow-not-compatible/2669558 "2025-09-29T07:39:51Z")

</div>

We’re currently upgrading to Unreal 5.6, and we’re looking at the new First Person Self Shadowing feature. From our tests and a look at the code, it seems that this is not available when using Megalights lighting. Is th…

---

## [How to hide orange placement line on placing vegetation?](https://forums.unrealengine.com/t/how-to-hide-orange-placement-line-on-placing-vegetation/2655429)

<div class="topic-metadata">

**Author:** [@Magghy9](https://forums.unrealengine.com/u/Magghy9)\
**Replies:** 0\
**Last updated:** [September 10, 2025, 3:11pm UTC](https://forums.unrealengine.com/t/how-to-hide-orange-placement-line-on-placing-vegetation/2655429 "2025-09-10T15:11:22Z")

</div>

How to hide orange placement line on placing vegetation?

---

## [How to Hide orange placement line ](https://forums.unrealengine.com/t/how-to-hide-orange-placement-line/2655427)

<div class="topic-metadata">

**Author:** [@Magghy9](https://forums.unrealengine.com/u/Magghy9)\
**Replies:** 0\
**Last updated:** [September 10, 2025, 3:10pm UTC](https://forums.unrealengine.com/t/how-to-hide-orange-placement-line/2655427 "2025-09-10T15:10:01Z")

</div>

How to hide orange placement line of vegetation

---

## [Unreal 5.3 Citysample Pathtracing/Raytracing Decals and Glass issue](https://forums.unrealengine.com/t/unreal-5-3-citysample-pathtracing-raytracing-decals-and-glass-issue/1356127)

<div class="topic-metadata">

**Author:** [@Tom\_G\_HH](https://forums.unrealengine.com/u/Tom_G_HH)\
**Replies:** 9\
**Last updated:** [September 10, 2025, 2:54pm UTC](https://forums.unrealengine.com/t/unreal-5-3-citysample-pathtracing-raytracing-decals-and-glass-issue/1356127 "2025-09-10T14:54:01Z")

</div>

I tried to render CitySample with Pathtracing after regular open the scene. The Decals are gone. I fixed the nannte issue from the sidewalk with r.raytracing.nanite.Mode 1. But the decals are still disappear. Then I impo…

---

## [Quadmesh Billboard Shader not working with instanced foliage.](https://forums.unrealengine.com/t/quadmesh-billboard-shader-not-working-with-instanced-foliage/210544)

<div class="topic-metadata">

**Author:** [@Sorai](https://forums.unrealengine.com/u/Sorai)\
**Replies:** 39\
**Last updated:** [September 10, 2025, 11:04am UTC](https://forums.unrealengine.com/t/quadmesh-billboard-shader-not-working-with-instanced-foliage/210544 "2025-09-10T11:04:09Z")

</div>

Hello, I’m trying to implement the technique from this video Fluffy stylized trees tutorial, using quadmesh-to-billboards shader in Unity - YouTube into UE. It’s working as expected with static meshes, but when I use it…

---

## [Cannot use Virtual Shadow Maps in non-Nanite projects ](https://forums.unrealengine.com/t/cannot-use-virtual-shadow-maps-in-non-nanite-projects/2663232)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [September 10, 2025, 1:58pm UTC](https://forums.unrealengine.com/t/cannot-use-virtual-shadow-maps-in-non-nanite-projects/2663232 "2025-09-10T13:58:54Z")

</div>

Hello, In our project we use Virtual Shadow Maps but we do not use Nanite. Since updating to Unreal 5.6 Virtual Shadow Maps require Nanite to be enabled at the project level to work (i.e. r.Nanite.ProjectEnabled=True). …

---

## [Extream glow effect on MetaHuman Hair using tight DOF](https://forums.unrealengine.com/t/extream-glow-effect-on-metahuman-hair-using-tight-dof/1921096)

<div class="topic-metadata">

**Author:** [@Veggi](https://forums.unrealengine.com/u/Veggi)\
**Replies:** 3\
**Last updated:** [September 10, 2025, 12:43pm UTC](https://forums.unrealengine.com/t/extream-glow-effect-on-metahuman-hair-using-tight-dof/1921096 "2025-09-10T12:43:39Z")

</div>

Hi everyone, I’m encountering a visual artifact issue with MetaHuman hair when using a tight depth of field. Specifically, I notice a glow or halo effect around the edges of the hair (mostly the beard), which becomes qu…

---

## [Import .HDR Image at Runtime](https://forums.unrealengine.com/t/import-hdr-image-at-runtime/480158)

<div class="topic-metadata">

**Author:** [@Randy\_Croucher1](https://forums.unrealengine.com/u/Randy_Croucher1)\
**Replies:** 10\
**Last updated:** [September 10, 2025, 9:14am UTC](https://forums.unrealengine.com/t/import-hdr-image-at-runtime/480158 "2025-09-10T09:14:12Z")

</div>

Are there examples anywhere of creating a UTextureCube from an .hdr file at runtime? The UTexture::Source member is editor only and cannot be used in shipping builds. I’ve got as far as using the FHDRLoadHelper and FDD…

---

## [Camera facing foliage for trees via material](https://forums.unrealengine.com/t/camera-facing-foliage-for-trees-via-material/479427)

<div class="topic-metadata">

**Author:** [@Kelda](https://forums.unrealengine.com/u/Kelda)\
**Replies:** 11\
**Last updated:** [September 10, 2025, 6:46am UTC](https://forums.unrealengine.com/t/camera-facing-foliage-for-trees-via-material/479427 "2025-09-10T06:46:55Z")

</div>

Hello dear people, for the last five days i desperately searched for a way to make my tree foliage align with the camera direction via the material. Unfortunately the math-hall (2.21) solution doesn’t work because it s…

---

## [Volumetric Clouds do not Ray/Path Trace correctly when SkyAtmosphere planet center is used ](https://forums.unrealengine.com/t/volumetric-clouds-do-not-ray-path-trace-correctly-when-skyatmosphere-planet-center-is-used/2664003)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [September 10, 2025, 4:26am UTC](https://forums.unrealengine.com/t/volumetric-clouds-do-not-ray-path-trace-correctly-when-skyatmosphere-planet-center-is-used/2664003 "2025-09-10T04:26:09Z")

</div>

It seems that the Ray Tracing / Path Tracing source is unable to sample the volumetric material correctly if the sky’s origin is too far away from the camera’s position. In this case the Ray traced reflections do not wo…

---

## [Mesh looks weird when rendering](https://forums.unrealengine.com/t/mesh-looks-weird-when-rendering/2654964)

<div class="topic-metadata">

**Author:** [@Rishiwarman](https://forums.unrealengine.com/u/Rishiwarman)\
**Replies:** 4\
**Last updated:** [September 9, 2025, 10:58pm UTC](https://forums.unrealengine.com/t/mesh-looks-weird-when-rendering/2654964 "2025-09-09T22:58:53Z")

</div>

I’m making a video in unreal engine 5.6. My mesh and texture basically everything looks right in the viewport. But as soon as I press render this is what it looks in the render preview and the final output as well. How t…

---

## [Simple question about Blueprint – how to move an object? ](https://forums.unrealengine.com/t/simple-question-about-blueprint-how-to-move-an-object/2655129)

<div class="topic-metadata">

**Author:** [@Auroraxvdm](https://forums.unrealengine.com/u/Auroraxvdm)\
**Replies:** 1\
**Last updated:** [September 9, 2025, 10:58pm UTC](https://forums.unrealengine.com/t/simple-question-about-blueprint-how-to-move-an-object/2655129 "2025-09-09T22:58:11Z")

</div>

Hi everyone, I’m new to Unreal Engine and learning Blueprints. I want to move an object in my scene from point A to point B over time. I’ve tried using “Set Actor Location,” but it seems to happen instantly. Can someone…

---

## [Primitive cull distance getter in materials (InstanceDrawDistanceMinMaxSquared.y) ](https://forums.unrealengine.com/t/primitive-cull-distance-getter-in-materials-instancedrawdistanceminmaxsquared-y/2663647)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [September 9, 2025, 9:25pm UTC](https://forums.unrealengine.com/t/primitive-cull-distance-getter-in-materials-instancedrawdistanceminmaxsquared-y/2663647 "2025-09-09T21:25:22Z")

</div>

How can we get the cull distance inside materials? Previously (ie I think 5.5 or 5.4) we could use a custom node, returning GetPrimitiveData().InstanceDrawDistanceMinMaxSquared.y but it is now (5.6.1) useless (I think du…

[Previous page](https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=91)

[Next page](https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=93)
