# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=94

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**Page:** 95

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## [Freeze on exiting game. Randomly on exiting the game we will be deadlocked here. I can't seem to work out what would even cause such a deadlock in OldReference-\>Release. ](https://forums.unrealengine.com/t/freeze-on-exiting-game-randomly-on-exiting-the-game-we-will-be-deadlocked-here-i-cant-seem-to-work-out-what-would-even-cause-such-a-deadlock-in-oldreference-release/2663237)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 8, 2025, 5:23am UTC](https://forums.unrealengine.com/t/freeze-on-exiting-game-randomly-on-exiting-the-game-we-will-be-deadlocked-here-i-cant-seem-to-work-out-what-would-even-cause-such-a-deadlock-in-oldreference-release/2663237 "2025-09-08T05:23:10Z")

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## [Material texture scales (required for streaming) undefined when UV manipulation done on vertex shader ](https://forums.unrealengine.com/t/material-texture-scales-required-for-streaming-undefined-when-uv-manipulation-done-on-vertex-shader/2662911)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [September 8, 2025, 3:42am UTC](https://forums.unrealengine.com/t/material-texture-scales-required-for-streaming-undefined-when-uv-manipulation-done-on-vertex-shader/2662911 "2025-09-08T03:42:28Z")

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Hi, I’m having an issue where using a flipbook animation on an effect, the texture fails to stream in higher resolution mips. Using the debug view Optimization Viewmodes-\>Material Texture Scales I can see that the info i…

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## [How do I get the projection matrix?](https://forums.unrealengine.com/t/how-do-i-get-the-projection-matrix/457751)

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**Author:** [@anonymous\_user\_0aa0a50c](https://forums.unrealengine.com/u/anonymous_user_0aa0a50c)\
**Replies:** 4\
**Last updated:** [September 7, 2025, 9:13pm UTC](https://forums.unrealengine.com/t/how-do-i-get-the-projection-matrix/457751 "2025-09-07T21:13:14Z")

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For a shader I have I need to pass in the view projection matrix. I know how to calculate the view matrix, just the inverse of the camera’s transform. I cannot figure out where the get the projection matrix though. Does …

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## [Sky Light - Buildings are Pitch Black](https://forums.unrealengine.com/t/sky-light-buildings-are-pitch-black/2652422)

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**Author:** [@Mando\_2700](https://forums.unrealengine.com/u/Mando_2700)\
**Replies:** 7\
**Last updated:** [September 7, 2025, 6:53pm UTC](https://forums.unrealengine.com/t/sky-light-buildings-are-pitch-black/2652422 "2025-09-07T18:53:44Z")

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I use sky light for my mobile game as the only light source. Cast shadows is disabled. On mobile devices sometimes, not often though, some buildings are pitch black. What is the reason?

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## [Bitmap (Pixel-y) Fonts](https://forums.unrealengine.com/t/bitmap-pixel-y-fonts/138693)

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**Author:** [@DaveFace](https://forums.unrealengine.com/u/DaveFace)\
**Replies:** 7\
**Last updated:** [September 7, 2025, 1:33pm UTC](https://forums.unrealengine.com/t/bitmap-pixel-y-fonts/138693 "2025-09-07T13:33:47Z")

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I’ve found a few old topics discussing the use of bitmap (i.e. offline) fonts in UMG, but most of them are simply “you can’t do it” - I haven’t been able to find a solution to actually using them. It seems that most peop…

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## [nanite landscape - camera position flickerings ](https://forums.unrealengine.com/t/nanite-landscape-camera-position-flickerings/2427799)

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**Author:** [@xSunDiver](https://forums.unrealengine.com/u/xSunDiver)\
**Replies:** 7\
**Last updated:** [September 7, 2025, 8:56am UTC](https://forums.unrealengine.com/t/nanite-landscape-camera-position-flickerings/2427799 "2025-09-07T08:56:10Z")

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Good time of day, everyone! Can someone tell me please why these flickerings happening? When camera is more than \>= 90degrees on nanite enabled landscape. Thank you for your attention!

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## [Unreal Engine HDR Backdrop shadow issue](https://forums.unrealengine.com/t/unreal-engine-hdr-backdrop-shadow-issue/2654358)

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**Author:** [@Yaboiidaequan](https://forums.unrealengine.com/u/Yaboiidaequan)\
**Replies:** 0\
**Last updated:** [September 6, 2025, 7:51pm UTC](https://forums.unrealengine.com/t/unreal-engine-hdr-backdrop-shadow-issue/2654358 "2025-09-06T19:51:12Z")

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Hello, I added an hdr backdrop to my scene and im getting some odd shadows that seem to be acting like ambient occlusion more than shadows. Does anyone know how to fix this?

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## [Alembic Geometry Cache clipping issues Viewport vs Movie Render Queue](https://forums.unrealengine.com/t/alembic-geometry-cache-clipping-issues-viewport-vs-movie-render-queue/2654318)

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**Author:** [@mad\_guru](https://forums.unrealengine.com/u/mad_guru)\
**Replies:** 0\
**Last updated:** [September 6, 2025, 4:07pm UTC](https://forums.unrealengine.com/t/alembic-geometry-cache-clipping-issues-viewport-vs-movie-render-queue/2654318 "2025-09-06T16:07:34Z")

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Hi, I’m getting different results for rendering using the Movie Render Queue vs the viewport. I have cloth simulations from Houdini, which I imported as geometry caches. These don’t intersect when I look at the vi…

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## [Opacity masks not supported with nanite landscapes?](https://forums.unrealengine.com/t/opacity-masks-not-supported-with-nanite-landscapes/2654309)

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**Author:** [@a\_cute\_puppy](https://forums.unrealengine.com/u/a_cute_puppy)\
**Replies:** 0\
**Last updated:** [September 6, 2025, 3:10pm UTC](https://forums.unrealengine.com/t/opacity-masks-not-supported-with-nanite-landscapes/2654309 "2025-09-06T15:10:56Z")

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Left and right scenarios identical apart from nanite being enabled on the right landscape. Opacity masks work fine however for nanite meshes, just not landscapes. Interestingly when the nanite landscape is selected, th…

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## [How to make gun VFX in First-Person render?](https://forums.unrealengine.com/t/how-to-make-gun-vfx-in-first-person-render/2654221)

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**Author:** [@Maciek\_Leto](https://forums.unrealengine.com/u/Maciek_Leto)\
**Replies:** 0\
**Last updated:** [September 6, 2025, 10:00am UTC](https://forums.unrealengine.com/t/how-to-make-gun-vfx-in-first-person-render/2654221 "2025-09-06T10:00:21Z")

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I want to use shell eject VFX on my FP weapon. It means the mesh of the bullet casing must start in First Person render and gradually change to world render within a second. Epic presents this new feature here. And docu…

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## [Changing the UVs isn't affecting the alpha channel](https://forums.unrealengine.com/t/changing-the-uvs-isnt-affecting-the-alpha-channel/2654112)

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**Author:** [@ddbrown30](https://forums.unrealengine.com/u/ddbrown30)\
**Replies:** 1\
**Last updated:** [September 6, 2025, 7:44am UTC](https://forums.unrealengine.com/t/changing-the-uvs-isnt-affecting-the-alpha-channel/2654112 "2025-09-06T07:44:53Z")

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I have this simple setup in my material. With certain textures, this correctly scales the texture but the output of the Alpha is not scaled as well. Other textures work as expected. Any ideas what might be different? I …

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## [“Render Target won’t accumulate when using Draw Material to Render Target (fog of war test)”](https://forums.unrealengine.com/t/render-target-won-t-accumulate-when-using-draw-material-to-render-target-fog-of-war-test/2654148)

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**Author:** [@CUERN1T0S](https://forums.unrealengine.com/u/CUERN1T0S)\
**Replies:** 1\
**Last updated:** [September 6, 2025, 5:32am UTC](https://forums.unrealengine.com/t/render-target-won-t-accumulate-when-using-draw-material-to-render-target-fog-of-war-test/2654148 "2025-09-06T05:32:06Z")

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Hi everyone, I’m currently trying to use a Render Target to create a sort of cumulative texture (basically for a fog of war system). Before setting up parameters and moving on to the important part, I wanted to test if …

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## [D3D12 UniformBuffer Read After Free When FastGeo Is Enabled ](https://forums.unrealengine.com/t/d3d12-uniformbuffer-read-after-free-when-fastgeo-is-enabled/2662409)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 5, 2025, 10:28pm UTC](https://forums.unrealengine.com/t/d3d12-uniformbuffer-read-after-free-when-fastgeo-is-enabled/2662409 "2025-09-05T22:28:16Z")

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Hey, So recently we enabled FastGeoStreaming and I’ve observed a crash when changing \`r.MaterialQualityLevel\` during the depth pre-pass, in a cooked build. It occurs in ValidateUniformBuffer (does not occur when the pl…

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## [U5.6 Local postion Add](https://forums.unrealengine.com/t/u5-6-local-postion-add/2654088)

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**Author:** [@lArch1tectl](https://forums.unrealengine.com/u/lArch1tectl)\
**Replies:** 0\
**Last updated:** [September 5, 2025, 9:12pm UTC](https://forums.unrealengine.com/t/u5-6-local-postion-add/2654088 "2025-09-05T21:12:04Z")

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Hi everyone this is solution for unreal 5.6 local postion texture

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## [Crash when changing a texture after stopping a preview in the material editor ](https://forums.unrealengine.com/t/crash-when-changing-a-texture-after-stopping-a-preview-in-the-material-editor/2662398)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [September 5, 2025, 8:32pm UTC](https://forums.unrealengine.com/t/crash-when-changing-a-texture-after-stopping-a-preview-in-the-material-editor/2662398 "2025-09-05T20:32:49Z")

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Effectively, what it appears to be is that the preview material isn’t cleaned up and is left in a state of having an stale material graph, thus when an actual dependency has changed it’s unable to resolve the internal te…

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## [Is there a way to programmatically control primary rays for 360 stereo rendering in Unreal? ](https://forums.unrealengine.com/t/is-there-a-way-to-programmatically-control-primary-rays-for-360-stereo-rendering-in-unreal/2654079)

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**Author:** [@Pooya.Ghobadpour](https://forums.unrealengine.com/u/Pooya.Ghobadpour)\
**Replies:** 0\
**Last updated:** [September 5, 2025, 7:48pm UTC](https://forums.unrealengine.com/t/is-there-a-way-to-programmatically-control-primary-rays-for-360-stereo-rendering-in-unreal/2654079 "2025-09-05T19:48:28Z")

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I’m looking into generating high-quality 360° stereo VR video and need more granular control over the rendering process. Specifically, I’d like to programmatically control primary rays so that I can render only the angul…

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## [RVT and full Depth Prepass ](https://forums.unrealengine.com/t/rvt-and-full-depth-prepass/2662407)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [September 5, 2025, 7:10pm UTC](https://forums.unrealengine.com/t/rvt-and-full-depth-prepass/2662407 "2025-09-05T19:10:01Z")

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Use of Runtime Virtual Textures requires r.VirtualTextures to be enabled, so it requires a full Depth Prepass (due to FScene::ShouldForceFullDepthPass), but does it really? If a project use RVT on a landscape (so, no st…

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## [Screen distortion (shrinking) ](https://forums.unrealengine.com/t/screen-distortion-shrinking/2662408)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [September 5, 2025, 6:31pm UTC](https://forums.unrealengine.com/t/screen-distortion-shrinking/2662408 "2025-09-05T18:31:23Z")

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Hi! We have been experiencing a screen distortion issue for some time. Please see the attached screenshot for reference. Initially, the issue was rare, but we found a consistent way to reproduce it. However, it doesn’t …

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## [Deadline worker running as service with GPU access ](https://forums.unrealengine.com/t/deadline-worker-running-as-service-with-gpu-access/2662396)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [September 5, 2025, 6:15pm UTC](https://forums.unrealengine.com/t/deadline-worker-running-as-service-with-gpu-access/2662396 "2025-09-05T18:15:45Z")

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Hello, I’m encountering an issue where my Deadline workers, which are running as a service, are denied GPU access. This causes my Unreal Engine MRQ renders to fail, because my project specifically uses Path Tracing and …

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## [BUG: Decal fade out doesn't work](https://forums.unrealengine.com/t/bug-decal-fade-out-doesnt-work/365340)

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**Author:** [@Accel\_Sjostrom](https://forums.unrealengine.com/u/Accel_Sjostrom)\
**Replies:** 8\
**Last updated:** [September 5, 2025, 3:52pm UTC](https://forums.unrealengine.com/t/bug-decal-fade-out-doesnt-work/365340 "2025-09-05T15:52:09Z")

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Hello! I want to spawn a DBuffer Decal that will fade out after 10 seconds. When I use the Set Fade Out node in blueprint (picture 1 below) the decal does not fade out, it pops out after 10 seconds. Neither does it work…

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## [How Best to Diagnose Sporadic PSO/Shader Compilation Crashes ](https://forums.unrealengine.com/t/how-best-to-diagnose-sporadic-pso-shader-compilation-crashes/2663206)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 9\
**Last updated:** [September 8, 2025, 8:24am UTC](https://forums.unrealengine.com/t/how-best-to-diagnose-sporadic-pso-shader-compilation-crashes/2663206 "2025-09-08T08:24:41Z")

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Members of our team sporadically encounter PSO/shader compilation crashes in packaged builds. Are there any recommendations for diagnosing these issues? \[2025.08.13-00.31.02:404\]\[413\]LogRHI: Display: Encountered a new g…

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## [Niagara ants disappear at long range](https://forums.unrealengine.com/t/niagara-ants-disappear-at-long-range/2476342)

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**Author:** [@BuildSpillWhat1](https://forums.unrealengine.com/u/BuildSpillWhat1)\
**Replies:** 4\
**Last updated:** [September 5, 2025, 2:37pm UTC](https://forums.unrealengine.com/t/niagara-ants-disappear-at-long-range/2476342 "2025-09-05T14:37:37Z")

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I have an ant hill, it works as long as I am not further away than say 7000 units, after which the ants (niagara system) doesn’t render. It not only doesn’t activate, but also doesn’t spawn in. I am using blueprints. Eff…

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## [can geometry simulate with groom system?](https://forums.unrealengine.com/t/can-geometry-simulate-with-groom-system/2022494)

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**Author:** [@Ariescar0326](https://forums.unrealengine.com/u/Ariescar0326)\
**Replies:** 3\
**Last updated:** [September 5, 2025, 2:34pm UTC](https://forums.unrealengine.com/t/can-geometry-simulate-with-groom-system/2022494 "2025-09-05T14:34:55Z")

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Hi everyone, I’m facing a challenge with a hair system and would really appreciate some advice. My character has braids, and there’s a hair tie (geometry) attached to the braids. I’d like to simulate the hair tie to fo…

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## [Detailed Inquiry on RHI and RDG Changes from UE4.24 to UE5 ](https://forums.unrealengine.com/t/detailed-inquiry-on-rhi-and-rdg-changes-from-ue4-24-to-ue5/2662400)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [September 5, 2025, 12:51pm UTC](https://forums.unrealengine.com/t/detailed-inquiry-on-rhi-and-rdg-changes-from-ue4-24-to-ue5/2662400 "2025-09-05T12:51:57Z")

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Hello Epic team, Thank you for the previous response. As suggested, I am opening a new ticket for more detailed questions: 1. What are the major changes made to the RHI and RDG modules in UE5 compared to UE4.24? 2. Wh…

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## [World partitioned landscape with edit layers enabled - Weight blended layers cause bizarre "shadows"](https://forums.unrealengine.com/t/world-partitioned-landscape-with-edit-layers-enabled-weight-blended-layers-cause-bizarre-shadows/2653644)

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**Author:** [@OneNot](https://forums.unrealengine.com/u/OneNot)\
**Replies:** 1\
**Last updated:** [September 5, 2025, 11:28am UTC](https://forums.unrealengine.com/t/world-partitioned-landscape-with-edit-layers-enabled-weight-blended-layers-cause-bizarre-shadows/2653644 "2025-09-05T11:28:24Z")

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Enabling Edit Layers in a world partitioned landscape and using weight-blended material layers causes bizarre “shadows” in the shape of the painted area to appear at a fixed distance from the painted area. i.e. Create…

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## [Pause world rendering during game pause ](https://forums.unrealengine.com/t/pause-world-rendering-during-game-pause/2660567)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [September 5, 2025, 10:27am UTC](https://forums.unrealengine.com/t/pause-world-rendering-during-game-pause/2660567 "2025-09-05T10:27:54Z")

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Hello, What would be the recommended way to stop world rendering during a game pause screen and only render UI updates while still retaining the most recent game frame? In the editor, we can just use the following cons…

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## [나이아가라 컴포넌트((NiagaraComponent) 단위로 나이아가라 이펙트 타입(NiagaraEffectType)을 적용할 수 있을까요? ](https://forums.unrealengine.com/t/niagaracomponent-niagaraeffecttype/2662397)

<div class="topic-metadata">

**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [September 5, 2025, 8:42am UTC](https://forums.unrealengine.com/t/niagaracomponent-niagaraeffecttype/2662397 "2025-09-05T08:42:25Z")

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안녕하세요 ​ 저희 프로젝트에서는 맵에 배치되는 인스턴스 단위로 버짓팅을 하는 기능이 필요하여 나이아가라 컴포넌트 단위로 이펙트 타입을 적용하는 기능을 만드려고 합니다. ​ 엔진 소스코드에서 나이아가라 이펙트 타입은 시스템에서 관리되고 나이아가라 스케일어빌리티 매니저와 나이아가라 시스템 시뮬레이션에서 사용됨을 파악하였습니다. ​ 관련 코드를 보고 소스 코드 상으로 수정은 가능할 거…

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## [Lumen Translucency lighting vs opaque mismatch is larger than expected ](https://forums.unrealengine.com/t/lumen-translucency-lighting-vs-opaque-mismatch-is-larger-than-expected/2662391)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [September 5, 2025, 7:38am UTC](https://forums.unrealengine.com/t/lumen-translucency-lighting-vs-opaque-mismatch-is-larger-than-expected/2662391 "2025-09-05T07:38:29Z")

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Our VFX team has been struggling with getting their Niagara systems with translucent materials to fit into the environments they are being used in. In a project with default settings, I was able to recreate a test scene …

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## [Please tell me the secret to recalculating normals](https://forums.unrealengine.com/t/please-tell-me-the-secret-to-recalculating-normals/1888613)

<div class="topic-metadata">

**Author:** [@tVythan](https://forums.unrealengine.com/u/tVythan)\
**Replies:** 14\
**Last updated:** [September 4, 2025, 11:28pm UTC](https://forums.unrealengine.com/t/please-tell-me-the-secret-to-recalculating-normals/1888613 "2025-09-04T23:28:41Z")

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I have tried every method listed here: Guide And not a single on of them worked for my water. I have been trying to make sine wave shader water for ages and have had shadowing issues because of normals and can’t find a…

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## [UnrealInsight 1.06 crashes on traces from 5.5.4 with RDG trace enabled](https://forums.unrealengine.com/t/unrealinsight-1-06-crashes-on-traces-from-5-5-4-with-rdg-trace-enabled/2653764)

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**Author:** [@AlexPfaffe](https://forums.unrealengine.com/u/AlexPfaffe)\
**Replies:** 1\
**Last updated:** [September 4, 2025, 11:06pm UTC](https://forums.unrealengine.com/t/unrealinsight-1-06-crashes-on-traces-from-5-5-4-with-rdg-trace-enabled/2653764 "2025-09-04T23:06:05Z")

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Assertion failed: IsValid() \[File:C:\\fbroot\\Engine\\Source\\Runtime\\Core\\Public\\Templates\\SharedPointer.h\] \[Line: 1082\] 0x00007ff92bb1955b UnrealInsights-RenderGraphInsights.dll!UE::RenderGraphInsights::FRenderGraphAn…

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