# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=93

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**Page:** 94

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## [Point cloud not displaying when imported in .e57 and when importing with .pts the colours aren't correct ](https://forums.unrealengine.com/t/point-cloud-not-displaying-when-imported-in-e57-and-when-importing-with-pts-the-colours-arent-correct/2655185)

<div class="topic-metadata">

**Author:** [@nathanhayes98](https://forums.unrealengine.com/u/nathanhayes98)\
**Replies:** 0\
**Last updated:** [September 9, 2025, 8:31pm UTC](https://forums.unrealengine.com/t/point-cloud-not-displaying-when-imported-in-e57-and-when-importing-with-pts-the-colours-arent-correct/2655185 "2025-09-09T20:31:32Z")

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Point cloud not displaying when imported in .e57. I tried zoom to selection but it is blank. The .e57 file is around 4gb and when importing with .pts the colours aren’t correct. Any ideas?

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## [How to change parameters in layer material with c++](https://forums.unrealengine.com/t/how-to-change-parameters-in-layer-material-with-c/2655154)

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**Author:** [@krvc84](https://forums.unrealengine.com/u/krvc84)\
**Replies:** 0\
**Last updated:** [September 9, 2025, 5:27pm UTC](https://forums.unrealengine.com/t/how-to-change-parameters-in-layer-material-with-c/2655154 "2025-09-09T17:27:38Z")

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How to change parameters in layer material with c++? I try typical DynMaterial-\>SetVectorParameterValue(TEXT(“MyColor”), GreenColor); but its not worked some AI says me add Layer1\_MyColor but its not worked. some an…

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## [Limiting View distance for a player](https://forums.unrealengine.com/t/limiting-view-distance-for-a-player/291413)

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**Author:** [@envenger](https://forums.unrealengine.com/u/envenger)\
**Replies:** 8\
**Last updated:** [September 9, 2025, 4:48pm UTC](https://forums.unrealengine.com/t/limiting-view-distance-for-a-player/291413 "2025-09-09T16:48:02Z")

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Is there any way to limit how much distance a player is able to view? After that distance the player wont be able to see anything?

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## [Streaming VT Conversion Crash in Upload Cache ](https://forums.unrealengine.com/t/streaming-vt-conversion-crash-in-upload-cache/2664553)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 12, 2025, 2:48pm UTC](https://forums.unrealengine.com/t/streaming-vt-conversion-crash-in-upload-cache/2664553 "2025-09-12T14:48:33Z")

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Using the Texture right-click menu, the Editor eventually trips on the \`TileFreeList.Num() == 0\` assert in \`FVTUploadTileAllocator::FStagingBuffer::Init()\` shortly after conversion completes. The staging buffer’s backing…

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## [Flickering shadows when cloudy](https://forums.unrealengine.com/t/flickering-shadows-when-cloudy/1275947)

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**Author:** [@dvandervring](https://forums.unrealengine.com/u/dvandervring)\
**Replies:** 3\
**Last updated:** [September 9, 2025, 2:52pm UTC](https://forums.unrealengine.com/t/flickering-shadows-when-cloudy/1275947 "2025-09-09T14:52:50Z")

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I have added the Ultra Dynamic Sky from the asset store. Now when I do Lumen everything is fine, but when I choose nothing this below in the video happends. When there are no clouds and the sun is shining, the shadows lo…

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## [Lightbake not saving](https://forums.unrealengine.com/t/lightbake-not-saving/2655099)

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**Author:** [@XxpiingyxX](https://forums.unrealengine.com/u/XxpiingyxX)\
**Replies:** 0\
**Last updated:** [September 9, 2025, 2:49pm UTC](https://forums.unrealengine.com/t/lightbake-not-saving/2655099 "2025-09-09T14:49:46Z")

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Hi! I have this warning saying “Lightning needs to be rebuilt (X unbuilt objects)”. But when I build the light, save the new changes and then close level to reopen it, the warning pops up again. Does anyone know what I…

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## [Translucency volume flickering issues with VFX. ](https://forums.unrealengine.com/t/translucency-volume-flickering-issues-with-vfx/2654777)

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**Author:** [@FusePatto](https://forums.unrealengine.com/u/FusePatto)\
**Replies:** 2\
**Last updated:** [September 9, 2025, 2:48pm UTC](https://forums.unrealengine.com/t/translucency-volume-flickering-issues-with-vfx/2654777 "2025-09-09T14:48:40Z")

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Hi, We’re seeing an issue with VFX that use the translucency volume cascade where VFX that are in shadow are flickering as if they are suddenly in outside in full daylight. This seems to effect all particles that are in…

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## [TSR taking much VRAM ](https://forums.unrealengine.com/t/tsr-taking-much-vram/2655073)

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**Author:** [@d.cichon](https://forums.unrealengine.com/u/d.cichon)\
**Replies:** 1\
**Last updated:** [September 9, 2025, 2:44pm UTC](https://forums.unrealengine.com/t/tsr-taking-much-vram/2655073 "2025-09-09T14:44:56Z")

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Hi, I’m wondering why TSR takes up a lot of VRAM in UE5.5. When rendering in 4K and ScreenPercentage set to 200, it can take up around 1GB of VRAM for graphics resources. The problem I’m experiencing is a hitch in VRAM…

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## [Niagara Effect Type  Cull reaction for environment looping systems ](https://forums.unrealengine.com/t/niagara-effect-type-cull-reaction-for-environment-looping-systems/2663642)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [September 9, 2025, 1:50pm UTC](https://forums.unrealengine.com/t/niagara-effect-type-cull-reaction-for-environment-looping-systems/2663642 "2025-09-09T13:50:08Z")

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Hello Niagara team! What would be an potential effect type setup for looping environment effects in general? When trying to set up some effect type for ours, I am currently struggling with the Cull reaction. I set it …

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## [ How to Render Per-Frame Segmentation Masks for Niagara Fluid (Smoke) Alongside RGB in UE5?​ ](https://forums.unrealengine.com/t/how-to-render-per-frame-segmentation-masks-for-niagara-fluid-smoke-alongside-rgb-in-ue5/2655076)

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**Author:** [@coallsc](https://forums.unrealengine.com/u/coallsc)\
**Replies:** 0\
**Last updated:** [September 9, 2025, 1:12pm UTC](https://forums.unrealengine.com/t/how-to-render-per-frame-segmentation-masks-for-niagara-fluid-smoke-alongside-rgb-in-ue5/2655076 "2025-09-09T13:12:54Z")

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How to Render Per-Frame Segmentation Masks for Niagara Fluid (Smoke) Alongside RGB in UE5?​​ Hi everyone, I’m working on a project in Unreal Engine 5 and have run into a challenge that I haven’t been able to solve afte…

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## [SceneCaptureComponent2D makes textures extremely bright, how do i fix it?](https://forums.unrealengine.com/t/scenecapturecomponent2d-makes-textures-extremely-bright-how-do-i-fix-it/2655042)

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**Author:** [@AnaGarcia](https://forums.unrealengine.com/u/AnaGarcia)\
**Replies:** 3\
**Last updated:** [September 9, 2025, 11:54am UTC](https://forums.unrealengine.com/t/scenecapturecomponent2d-makes-textures-extremely-bright-how-do-i-fix-it/2655042 "2025-09-09T11:54:54Z")

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As you can see im trying to do the full vision inside a car and u utilice the SceneCaptureComponents2D in order to expand the camera. My problem it’s that I dont know why, but this textures look as if the brightness w…

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## [16 bit float buffer read problem details + repro code ](https://forums.unrealengine.com/t/16-bit-float-buffer-read-problem-details-repro-code/2663648)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 9, 2025, 10:14am UTC](https://forums.unrealengine.com/t/16-bit-float-buffer-read-problem-details-repro-code/2663648 "2025-09-09T10:14:47Z")

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I have three simple compute shaders reading and writing to two float buffers. Init - fills them in Float4RW - reads and writes as float4s Float16RW - reads and writes as 16 bit floats (half) The first two shaders work…

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## [Ray Tracing Shadows Missing with Foliage After Package in UE 5.6.](https://forums.unrealengine.com/t/ray-tracing-shadows-missing-with-foliage-after-package-in-ue-5-6/2654740)

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**Author:** [@ykhangkeong](https://forums.unrealengine.com/u/ykhangkeong)\
**Replies:** 1\
**Last updated:** [September 9, 2025, 9:51am UTC](https://forums.unrealengine.com/t/ray-tracing-shadows-missing-with-foliage-after-package-in-ue-5-6/2654740 "2025-09-09T09:51:19Z")

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Hi, I had problem with foliage raytracing shadow in UE5.6. Look at the image on the right foliage with enable the “Evaluate World Position Offset” that is the correct shadow I saw only in the editor. The “Evaluate World …

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## [Video Texture Not rendering Only work for one screen](https://forums.unrealengine.com/t/video-texture-not-rendering-only-work-for-one-screen/2653171)

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**Author:** [@ahm4design](https://forums.unrealengine.com/u/ahm4design)\
**Replies:** 2\
**Last updated:** [September 9, 2025, 9:09am UTC](https://forums.unrealengine.com/t/video-texture-not-rendering-only-work-for-one-screen/2653171 "2025-09-09T09:09:52Z")

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I have added video texture to screens and adjusted their UVs according to need. they appear okay in viewport but once i rendered it, only black screen shows up. exporting with 30 fps and problem is in still image as well…

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## [Translucent material no roughness, specular available](https://forums.unrealengine.com/t/translucent-material-no-roughness-specular-available/365832)

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**Author:** [@WixZ](https://forums.unrealengine.com/u/WixZ)\
**Replies:** 8\
**Last updated:** [September 9, 2025, 8:16am UTC](https://forums.unrealengine.com/t/translucent-material-no-roughness-specular-available/365832 "2025-09-09T08:16:34Z")

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Hi, I’m trying to make a translucent material with roughness. But it is greyed out. In tutorials and other videos i see everyone use translucent material with not greyed out roughness, specular,… Why is it not possible…

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## [Game hangs occasionally when alt-tabbing with G-Sync enabled on DX12, in Fullscreen Windowed. ](https://forums.unrealengine.com/t/game-hangs-occasionally-when-alt-tabbing-with-g-sync-enabled-on-dx12-in-fullscreen-windowed/2663650)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [September 10, 2025, 10:00am UTC](https://forums.unrealengine.com/t/game-hangs-occasionally-when-alt-tabbing-with-g-sync-enabled-on-dx12-in-fullscreen-windowed/2663650 "2025-09-10T10:00:04Z")

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This is an odd issue that I think might be a driver bug, but I thought I’d reach out here first. We have some developers that when testing the packaged build of the game can easily cause the game window to “freeze” when…

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## [Widget Virtual Texture Streaming Issue ](https://forums.unrealengine.com/t/widget-virtual-texture-streaming-issue/2663655)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [September 9, 2025, 5:04am UTC](https://forums.unrealengine.com/t/widget-virtual-texture-streaming-issue/2663655 "2025-09-09T05:04:27Z")

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Hi all Our map widget uses 4 8192x8192 textures stacked on top of each other. To avoid keeping all of that in memory we use them as virtual textures. Before UE 5.6.0 we streamed the needed tiles in manualy: void Reques…

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## [No active graphics context on command list when adding pass to render graph ](https://forums.unrealengine.com/t/no-active-graphics-context-on-command-list-when-adding-pass-to-render-graph/2663242)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 9, 2025, 3:36am UTC](https://forums.unrealengine.com/t/no-active-graphics-context-on-command-list-when-adding-pass-to-render-graph/2663242 "2025-09-09T03:36:16Z")

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There’s a crash on D3D12 when trying to obtain context from RHICmdList during pass added to Render Graph. Pass is added in custom Scene View Extension on PostRenderViewFamily\_RenderThread call. It makes impossible to o…

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## [Responsive AA for Opaque ](https://forums.unrealengine.com/t/responsive-aa-for-opaque/2663231)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [September 8, 2025, 8:32pm UTC](https://forums.unrealengine.com/t/responsive-aa-for-opaque/2663231 "2025-09-08T20:32:11Z")

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Hi We have world space UI elements on a dashboard (imagine a digital car speedometer with dials) The TemporalAA/TSR systems degrade the visuals of the UI elements as there is no velocity data for the elements themselve…

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## [Why is "Output Depth and Velocity" off by default on translucent materials?](https://forums.unrealengine.com/t/why-is-output-depth-and-velocity-off-by-default-on-translucent-materials/2654876)

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**Author:** [@X-perto](https://forums.unrealengine.com/u/X-perto)\
**Replies:** 1\
**Last updated:** [September 8, 2025, 7:10pm UTC](https://forums.unrealengine.com/t/why-is-output-depth-and-velocity-off-by-default-on-translucent-materials/2654876 "2025-09-08T19:10:42Z")

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Hey everyone, I noticed that Output Depth and Velocity is disabled by default on translucent materials. Wouldn’t it make sense to always have it on? From what I’ve seen there doesn’t seem to be a performance impact, and…

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## [Error with building nanite static mesh ](https://forums.unrealengine.com/t/error-with-building-nanite-static-mesh/2663216)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [September 8, 2025, 6:55pm UTC](https://forums.unrealengine.com/t/error-with-building-nanite-static-mesh/2663216 "2025-09-08T18:55:14Z")

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Hi all, When cooking a large number of static mesh we run into the following error: “Failed to build Nanite from static mesh. See previous line(s) for details.” This is not happening on the same mesh on each run. We …

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## [UE5 Mobile Deferred – Subsurface Shading Mode disabled when r.AllowStaticLighting=True with dynamic lights ](https://forums.unrealengine.com/t/ue5-mobile-deferred-subsurface-shading-mode-disabled-when-r-allowstaticlighting-true-with-dynamic-lights/2663217)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 8, 2025, 4:43pm UTC](https://forums.unrealengine.com/t/ue5-mobile-deferred-subsurface-shading-mode-disabled-when-r-allowstaticlighting-true-with-dynamic-lights/2663217 "2025-09-08T16:43:06Z")

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Why does enabling r.AllowStaticLighting on mobile with deferred rendering cause Subsurface Shading Mode to stop working, even when all lights are dynamic? Is this a design limitation, or could it be a bug?

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## [UE 5.6 Static Mesh Editor auto-remaps LOD0 sections to match material slots, removing/reshuffling the wrong section (sometimes crashes) ](https://forums.unrealengine.com/t/ue-5-6-static-mesh-editor-auto-remaps-lod0-sections-to-match-material-slots-removing-reshuffling-the-wrong-section-sometimes-crashes/2663222)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 8, 2025, 4:08pm UTC](https://forums.unrealengine.com/t/ue-5-6-static-mesh-editor-auto-remaps-lod0-sections-to-match-material-slots-removing-reshuffling-the-wrong-section-sometimes-crashes/2663222 "2025-09-08T16:08:40Z")

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Environment / Asset Unreal Engine 5.6 Static Mesh with N material slots and LOD0 having more sections than slots (e.g., 7 slots, 14 sections), so multiple sections share the same Material Index. (The issue can also be …

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## [Wierd White Pixels around my textures...](https://forums.unrealengine.com/t/wierd-white-pixels-around-my-textures/2654060)

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**Author:** [@MrokiFa9Ir](https://forums.unrealengine.com/u/MrokiFa9Ir)\
**Replies:** 5\
**Last updated:** [September 8, 2025, 1:53pm UTC](https://forums.unrealengine.com/t/wierd-white-pixels-around-my-textures/2654060 "2025-09-08T13:53:47Z")

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I always get those wierd pixels in white color around my Ui textures. i made textures using PS.

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## [some VDO file is 0 byte after export, anyone please advise (twinmotion for Revit 23.2.3) ](https://forums.unrealengine.com/t/some-vdo-file-is-0-byte-after-export-anyone-please-advise-twinmotion-for-revit-23-2-3/2653007)

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**Author:** [@ATPMTECH](https://forums.unrealengine.com/u/ATPMTECH)\
**Replies:** 1\
**Last updated:** [September 8, 2025, 1:53pm UTC](https://forums.unrealengine.com/t/some-vdo-file-is-0-byte-after-export-anyone-please-advise-twinmotion-for-revit-23-2-3/2653007 "2025-09-08T13:53:30Z")

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## [How to reduce VRAM? Sequencer Rendering requires significantly more VRAM on Arch Linux ](https://forums.unrealengine.com/t/how-to-reduce-vram-sequencer-rendering-requires-significantly-more-vram-on-arch-linux/2654790)

<div class="topic-metadata">

**Author:** [@7foor3](https://forums.unrealengine.com/u/7foor3)\
**Replies:** 0\
**Last updated:** [September 8, 2025, 1:39pm UTC](https://forums.unrealengine.com/t/how-to-reduce-vram-sequencer-rendering-requires-significantly-more-vram-on-arch-linux/2654790 "2025-09-08T13:39:37Z")

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Hello everyone, I am trying to render a movie sequence in 4k x 4k pixel resolution. So far I got it running on my Windows Laptop with a RTX 2060 (about 8 GB VRAM). It just about works with the following settings with th…

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## [Parallel Raycast for Lidar simulation](https://forums.unrealengine.com/t/parallel-raycast-for-lidar-simulation/612158)

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**Author:** [@Fractal\_Tree](https://forums.unrealengine.com/u/Fractal_Tree)\
**Replies:** 8\
**Last updated:** [September 8, 2025, 1:38pm UTC](https://forums.unrealengine.com/t/parallel-raycast-for-lidar-simulation/612158 "2025-09-08T13:38:30Z")

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Hello there, I’m trying to explore the capabilities of Unreal Engine 5 for robotics simulation, and I’m starting to hit quite a wall with regard to the simulation of a Lidar sensor. My naïve implementation simply consi…

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## [Artifacts in the image when turning the camera sharply](https://forums.unrealengine.com/t/artifacts-in-the-image-when-turning-the-camera-sharply/2654718)

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**Author:** [@Kinsern](https://forums.unrealengine.com/u/Kinsern)\
**Replies:** 0\
**Last updated:** [September 8, 2025, 9:38am UTC](https://forums.unrealengine.com/t/artifacts-in-the-image-when-turning-the-camera-sharply/2654718 "2025-09-08T09:38:38Z")

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https://youtu.be/1rzHsmA2Shk

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## [Question about Nanite transient buffers and r.Nanite.RasterIndirectionMultiplier ](https://forums.unrealengine.com/t/question-about-nanite-transient-buffers-and-r-nanite-rasterindirectionmultiplier/2662222)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 8, 2025, 7:22am UTC](https://forums.unrealengine.com/t/question-about-nanite-transient-buffers-and-r-nanite-rasterindirectionmultiplier/2662222 "2025-09-08T07:22:19Z")

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Hello After an update from 5.4 to 5.6, we encounter some memory issues (OOM on console). During our profiling and by comparing rhi.DumpResourceMemory between 5.4 and 5.6 we saw that some buffers are present in greater …

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## [How to illuminate surfaces that do not face the light source](https://forums.unrealengine.com/t/how-to-illuminate-surfaces-that-do-not-face-the-light-source/2654622)

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**Author:** [@King\_Calculator](https://forums.unrealengine.com/u/King_Calculator)\
**Replies:** 5\
**Last updated:** [September 8, 2025, 5:41am UTC](https://forums.unrealengine.com/t/how-to-illuminate-surfaces-that-do-not-face-the-light-source/2654622 "2025-09-08T05:41:46Z")

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Trying to create an open world illumination. After adding a skylight, directional light the world looks fine, but surfaces that are not facing the sun (directional light) are extremely dark, to the point it affects game…

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