# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=97

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**Page:** 98

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## [Landscape does not participate at baking light (GPU Lightmass)](https://forums.unrealengine.com/t/landscape-does-not-participate-at-baking-light-gpu-lightmass/2651188)

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**Author:** [@Art\_yom\_3d](https://forums.unrealengine.com/u/Art_yom_3d)\
**Replies:** 5\
**Last updated:** [August 28, 2025, 9:20am UTC](https://forums.unrealengine.com/t/landscape-does-not-participate-at-baking-light-gpu-lightmass/2651188 "2025-08-28T09:20:57Z")

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Hi, My problem - looks like landscape does not participate at light baking. Its not landscape resolution problem or intensity of indirect light. Its not even lighting settings of project. Because I tried bake light wit…

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## [Unable to debug shader source in editor using Renderdoc plugin in 5.6 ](https://forums.unrealengine.com/t/unable-to-debug-shader-source-in-editor-using-renderdoc-plugin-in-5-6/2641328)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [August 28, 2025, 7:43am UTC](https://forums.unrealengine.com/t/unable-to-debug-shader-source-in-editor-using-renderdoc-plugin-in-5-6/2641328 "2025-08-28T07:43:49Z")

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In Unreal 5.5 and earlier, I was able to debug shader source code in the editor using the RenderDoc plugin. Unfortunately, it seems like in 5.6, this is no longer working. I attached two pictures of what it looks like d…

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## [DOF - TAA pass ghosting ](https://forums.unrealengine.com/t/dof-taa-pass-ghosting/2660343)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [August 28, 2025, 7:36am UTC](https://forums.unrealengine.com/t/dof-taa-pass-ghosting/2660343 "2025-08-28T07:36:46Z")

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DOF’s TAA pass can introduce a lot of ghosting when there’s a fast moving object in the foreground and a noisy background (“DOF” and “TAA” of the kind used in the attached sample project). In Unreal 5.6 there’s a new CV…

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## [The volumetric fog shows bands of lines from perlin noise. I was hoping for cloud like appearence. Can any body help me fix this.?](https://forums.unrealengine.com/t/the-volumetric-fog-shows-bands-of-lines-from-perlin-noise-i-was-hoping-for-cloud-like-appearence-can-any-body-help-me-fix-this/2651515)

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**Author:** [@Spitfire\_20k](https://forums.unrealengine.com/u/Spitfire_20k)\
**Replies:** 1\
**Last updated:** [August 28, 2025, 6:51am UTC](https://forums.unrealengine.com/t/the-volumetric-fog-shows-bands-of-lines-from-perlin-noise-i-was-hoping-for-cloud-like-appearence-can-any-body-help-me-fix-this/2651515 "2025-08-28T06:51:55Z")

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## [Flashing VDB clouds issue](https://forums.unrealengine.com/t/flashing-vdb-clouds-issue/1746936)

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**Author:** [@VarisVisuals](https://forums.unrealengine.com/u/VarisVisuals)\
**Replies:** 7\
**Last updated:** [August 28, 2025, 2:43am UTC](https://forums.unrealengine.com/t/flashing-vdb-clouds-issue/1746936 "2025-08-28T02:43:40Z")

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We have followed this tutorial: But we get a lot of flashing issues: With 3090 gpu, this trick helps: Change the r.SparseVolumeTexture.Streaming.PrefetchMipLevelBias value to negative But wi…

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## [Distance To Nearest Surface returns blocky](https://forums.unrealengine.com/t/distance-to-nearest-surface-returns-blocky/1164020)

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**Author:** [@rokenrock](https://forums.unrealengine.com/u/rokenrock)\
**Replies:** 6\
**Last updated:** [August 28, 2025, 1:57am UTC](https://forums.unrealengine.com/t/distance-to-nearest-surface-returns-blocky/1164020 "2025-08-28T01:57:51Z")

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I’m attempting to use the distance to nearest surface node to create a lerp near the edges of the wall, but it seems that the returned value is very blocky (of course after some division). I can’t replicate the issue in …

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## [Why do my textures have white bars on them?](https://forums.unrealengine.com/t/why-do-my-textures-have-white-bars-on-them/2651305)

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**Author:** [@ddbrown30](https://forums.unrealengine.com/u/ddbrown30)\
**Replies:** 3\
**Last updated:** [August 27, 2025, 11:45pm UTC](https://forums.unrealengine.com/t/why-do-my-textures-have-white-bars-on-them/2651305 "2025-08-27T23:45:56Z")

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I have multiple textures with transparency. They look correct in the texture viewer as well as when I use them in the UI. In both the material editor and on texture selectors in the editor, they end up with white bars ar…

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## [Animation Curve and Material Layer ](https://forums.unrealengine.com/t/animation-curve-and-material-layer/2665777)

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**Author:** [@Masa\_Yamakawa](https://forums.unrealengine.com/u/Masa_Yamakawa)\
**Replies:** 10\
**Last updated:** [September 16, 2025, 6:43am UTC](https://forums.unrealengine.com/t/animation-curve-and-material-layer/2665777 "2025-09-16T06:43:46Z")

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(This is a translation of a \[Japanese \[Content removed\] by Ukyo Taro.) Thank you for your continued support. I am using UE5.6.0. I am trying to allow the values of Material Parameters to change automatically using Ani…

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## [Weird glow around shadows lumen ue 5.5 ](https://forums.unrealengine.com/t/weird-glow-around-shadows-lumen-ue-5-5/2279404)

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**Author:** [@NavasartianV](https://forums.unrealengine.com/u/NavasartianV)\
**Replies:** 1\
**Last updated:** [August 27, 2025, 10:47pm UTC](https://forums.unrealengine.com/t/weird-glow-around-shadows-lumen-ue-5-5/2279404 "2025-08-27T22:47:04Z")

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Does anyone know how I can fix this weird glow around the wheel ? I have no bloom enabled and ray traced shadows are enabled. The issue doesnt appear in the viewport but it is present when I am in play mode.

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## [How can I fix this UE5 interior light bleeding issue?](https://forums.unrealengine.com/t/how-can-i-fix-this-ue5-interior-light-bleeding-issue/560653)

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**Author:** [@TheImmortalDev](https://forums.unrealengine.com/u/TheImmortalDev)\
**Replies:** 14\
**Last updated:** [August 27, 2025, 9:58pm UTC](https://forums.unrealengine.com/t/how-can-i-fix-this-ue5-interior-light-bleeding-issue/560653 "2025-08-27T21:58:25Z")

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I’m having an issue with light bleed in interiors of buildings that seemingly disappears as I get closer to the area and reappears when I move further away. \[Edit\] This issue existed prior to upgrading the project to UE5…

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## [Paper 2D TileMap Fog of War not Rendering Properly](https://forums.unrealengine.com/t/paper-2d-tilemap-fog-of-war-not-rendering-properly/2651541)

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**Author:** [@NMac](https://forums.unrealengine.com/u/NMac)\
**Replies:** 0\
**Last updated:** [August 27, 2025, 7:36pm UTC](https://forums.unrealengine.com/t/paper-2d-tilemap-fog-of-war-not-rendering-properly/2651541 "2025-08-27T19:36:23Z")

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Hello I have recently switched over my project from a top down 3D hexagonal map to a Paper 2D tile map. This transition has worked out fine except for my fog of war. The old system worked great with the 3D models I us…

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## [Disable autoexpousure and eye adaptation](https://forums.unrealengine.com/t/disable-autoexpousure-and-eye-adaptation/2651406)

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**Author:** [@TauFrost](https://forums.unrealengine.com/u/TauFrost)\
**Replies:** 5\
**Last updated:** [August 27, 2025, 7:10pm UTC](https://forums.unrealengine.com/t/disable-autoexpousure-and-eye-adaptation/2651406 "2025-08-27T19:10:33Z")

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It looks like it is not possible to fully disable auto exposure. I tried to create an empty level with a box for ground and a small “house“ made from basic cubes. I added a DirectionalLight and player start. There are no…

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## [Why is my texture "stretching" in this weird way when chaning the UV tiling?](https://forums.unrealengine.com/t/why-is-my-texture-stretching-in-this-weird-way-when-chaning-the-uv-tiling/2651310)

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**Author:** [@ddbrown30](https://forums.unrealengine.com/u/ddbrown30)\
**Replies:** 2\
**Last updated:** [August 27, 2025, 5:55pm UTC](https://forums.unrealengine.com/t/why-is-my-texture-stretching-in-this-weird-way-when-chaning-the-uv-tiling/2651310 "2025-08-27T17:55:17Z")

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I’m trying to change the UV tiling on a texture using the TexCoord node. When I do, it stretches out the pixels on the edge infinitely. The texture is set to clamp tiling on both x and y. Any help?

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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/2651513)

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**Author:** [@TuckerCool\_92842](https://forums.unrealengine.com/u/TuckerCool_92842)\
**Replies:** 0\
**Last updated:** [August 27, 2025, 5:03pm UTC](https://forums.unrealengine.com/t/deadline-worker-running-as-service-with-gpu-access/2651513 "2025-08-27T17:03:24Z")

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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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## [Unreal Engine crashes during rendering with 'Out of video memory' error](https://forums.unrealengine.com/t/unreal-engine-crashes-during-rendering-with-out-of-video-memory-error/2164646)

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**Author:** [@Revo\_Game](https://forums.unrealengine.com/u/Revo_Game)\
**Replies:** 4\
**Last updated:** [August 27, 2025, 2:47pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashes-during-rendering-with-out-of-video-memory-error/2164646 "2025-08-27T14:47:04Z")

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Hello, I have an issue with rendering a shot. When I try to render my camera shot, a white screen appears instead of the render window, and Unreal crashes every time. My pc specs : i9 13900k 3000Mhz 24 cores RTX 3090…

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## [SkyAtmosphere with planet center set to center of transform does not reflect clouds correctly](https://forums.unrealengine.com/t/skyatmosphere-with-planet-center-set-to-center-of-transform-does-not-reflect-clouds-correctly/2651443)

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**Author:** [@DrPowers4](https://forums.unrealengine.com/u/DrPowers4)\
**Replies:** 0\
**Last updated:** [August 27, 2025, 1:51pm UTC](https://forums.unrealengine.com/t/skyatmosphere-with-planet-center-set-to-center-of-transform-does-not-reflect-clouds-correctly/2651443 "2025-08-27T13:51:36Z")

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I am using Unreal 5.5 on Linux (Vulkan SM6) When I am using the “Planet Center at Component Transform” setting on the SkyAtmosphere object the clouds render correctly in the scene but then do not reflect at all in anyth…

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## [有办法解决Volumetric Lightmaps Probe和点光源重叠出现过曝问题吗 ](https://forums.unrealengine.com/t/volumetric-lightmaps-probe/2660020)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [August 27, 2025, 9:08am UTC](https://forums.unrealengine.com/t/volumetric-lightmaps-probe/2660020 "2025-08-27T09:08:05Z")

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在场景中放置一个点光源，设为Mobility设为static，勾选​Use Inverse Square Falloff；开启Volumetric Lightmaps可视化，烘焙光照。烘焙完成之后调查点光源位置和Volumetric Lightmap 的某一个Probe位置重叠，会出现过曝的问题。这是什么原因? 有办法解决或者绕开这个问题吗？\[Image Removed\]

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## [Ray Tracing Crash --- zero-sized RHIScratchBuffer ](https://forums.unrealengine.com/t/ray-tracing-crash-zero-sized-rhiscratchbuffer/2660029)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [August 27, 2025, 8:17am UTC](https://forums.unrealengine.com/t/ray-tracing-crash-zero-sized-rhiscratchbuffer/2660029 "2025-08-27T08:17:59Z")

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\[2025.08.22-11.14.26:914\]\[754\]LogRayTracingGeometryManager: Warning: Owner None build request for FRayTracingGeometry without valid RHI. Was the FRayTracingGeometry evicted or released without calling RemoveBuildRequest(…

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## [Nanite geometry completely broken (check images), but works fine in Editor mode](https://forums.unrealengine.com/t/nanite-geometry-completely-broken-check-images-but-works-fine-in-editor-mode/2632485)

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**Author:** [@vidhanthb](https://forums.unrealengine.com/u/vidhanthb)\
**Replies:** 2\
**Last updated:** [August 27, 2025, 4:09am UTC](https://forums.unrealengine.com/t/nanite-geometry-completely-broken-check-images-but-works-fine-in-editor-mode/2632485 "2025-08-27T04:09:37Z")

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Hi, I’ve been facing a very weird issue and I have googled a lot and not yet found a solution. As you can see in the image, when nanite is enabled for my mesh it’s completely broken, but looks fine in the Editor mode. W…

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## [RHIMisc, EngineMisc, SceneRender Virtual Memory Leak](https://forums.unrealengine.com/t/rhimisc-enginemisc-scenerender-virtual-memory-leak/2651298)

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**Author:** [@chenrongbin](https://forums.unrealengine.com/u/chenrongbin)\
**Replies:** 1\
**Last updated:** [August 27, 2025, 3:53am UTC](https://forums.unrealengine.com/t/rhimisc-enginemisc-scenerender-virtual-memory-leak/2651298 "2025-08-27T03:53:49Z")

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I encountered a problem where, after packaging a project containing only StartContent using version 5.5 and running it with LLM (Low-Level Memory) debugging, I observed a stepwise increase in RHIMisc memory usage, as sho…

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## [HISM and Mass Visualizer ](https://forums.unrealengine.com/t/hism-and-mass-visualizer/2659695)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [August 27, 2025, 1:30am UTC](https://forums.unrealengine.com/t/hism-and-mass-visualizer/2659695 "2025-08-27T01:30:20Z")

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Is there any plan to support using HISM and Mass Visualizer components together?

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## [When I render with a path tracer, both Twinmotion and Windows 10 crash simultaneously.](https://forums.unrealengine.com/t/when-i-render-with-a-path-tracer-both-twinmotion-and-windows-10-crash-simultaneously/2647632)

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**Author:** [@AkioFukano1](https://forums.unrealengine.com/u/AkioFukano1)\
**Replies:** 1\
**Last updated:** [August 27, 2025, 1:08am UTC](https://forums.unrealengine.com/t/when-i-render-with-a-path-tracer-both-twinmotion-and-windows-10-crash-simultaneously/2647632 "2025-08-27T01:08:55Z")

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Hello, everyone. I am running Twinmotion 2025.1.1 on Windows 10 Pro (22H2). When I render with a path tracer, both Twinmotion and Windows 10 crash simultaneously. My system specifications are as follows: CPU is AMD Ry…

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## [Getting Niagara cloth warning when sampling bones ](https://forums.unrealengine.com/t/getting-niagara-cloth-warning-when-sampling-bones/2660347)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [August 28, 2025, 11:25pm UTC](https://forums.unrealengine.com/t/getting-niagara-cloth-warning-when-sampling-bones/2660347 "2025-08-28T23:25:57Z")

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We have a Niagara system using Sample Skeletal Mesh with the Mesh Sampling Type set to “Skeleton (Bones)” and we’re using the bones filter. When we put this system on our character that has a cloth skirt it causes this w…

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## [Exclude Single Actors From Using Screen Traces for Only Reflections ](https://forums.unrealengine.com/t/exclude-single-actors-from-using-screen-traces-for-only-reflections/2659704)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [August 26, 2025, 10:44pm UTC](https://forums.unrealengine.com/t/exclude-single-actors-from-using-screen-traces-for-only-reflections/2659704 "2025-08-26T22:44:27Z")

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Emissive volumes to help with global illumination work great, but they show up in reflections. I’d like to be able to exclude actors from screen tracing for just reflections. We obviously need them included in traces for…

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## [Why does ProcessScreenshots write all alpha to 255? And, why is alpha inverted otherwise? ](https://forums.unrealengine.com/t/why-does-processscreenshots-write-all-alpha-to-255-and-why-is-alpha-inverted-otherwise/2659684)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 22\
**Last updated:** [August 26, 2025, 10:37pm UTC](https://forums.unrealengine.com/t/why-does-processscreenshots-write-all-alpha-to-255-and-why-is-alpha-inverted-otherwise/2659684 "2025-08-26T22:37:57Z")

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I’ve been experimenting with how to create high res screenshots with a transparent background. I’ve found out how to do it, but my method has created problems for colleagues who were using other screenshot functionality …

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## [Rotating Objects Inverts Normal Map?](https://forums.unrealengine.com/t/rotating-objects-inverts-normal-map/471352)

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**Author:** [@AndrewTheWalker](https://forums.unrealengine.com/u/AndrewTheWalker)\
**Replies:** 5\
**Last updated:** [August 26, 2025, 6:44pm UTC](https://forums.unrealengine.com/t/rotating-objects-inverts-normal-map/471352 "2025-08-26T18:44:53Z")

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Hello! I’m fairly new to Unreal so I hope this isn’t too silly of a question, but I’m having a weird issue with my normal maps. As you can see in the image below, I have two instances of the same object in my scene, but …

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## [Lumen shadow not appearing around object](https://forums.unrealengine.com/t/lumen-shadow-not-appearing-around-object/2511829)

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**Author:** [@JamesCurve](https://forums.unrealengine.com/u/JamesCurve)\
**Replies:** 10\
**Last updated:** [August 26, 2025, 1:07pm UTC](https://forums.unrealengine.com/t/lumen-shadow-not-appearing-around-object/2511829 "2025-08-26T13:07:36Z")

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I’m experiencing a strange lumen issue that presents in shadows. It appears that objects either in or in front of shadows cause lumen to not be able to see “behind” the object. In the example you can see that this is cau…

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## [FRayTracingGeometryManager::Tick() double call issue ](https://forums.unrealengine.com/t/fraytracinggeometrymanager-tick-double-call-issue/2660028)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [August 27, 2025, 8:13am UTC](https://forums.unrealengine.com/t/fraytracinggeometrymanager-tick-double-call-issue/2660028 "2025-08-27T08:13:27Z")

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This question was created in reference to: \[checkf in \[Content removed\] As the linked issue mentioned, I’m encountering an issue with RaytracingGeometryManager thinking that it is called 2x in 1 frame. \> checkf(GFrameC…

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## [I am facing issues in unreal engine 5.3 , having issues for rendering multiple assets (fbx) with alpha map . ](https://forums.unrealengine.com/t/i-am-facing-issues-in-unreal-engine-5-3-having-issues-for-rendering-multiple-assets-fbx-with-alpha-map/2651089)

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**Author:** [@Arindamdx](https://forums.unrealengine.com/u/Arindamdx)\
**Replies:** 0\
**Last updated:** [August 26, 2025, 1:16pm UTC](https://forums.unrealengine.com/t/i-am-facing-issues-in-unreal-engine-5-3-having-issues-for-rendering-multiple-assets-fbx-with-alpha-map/2651089 "2025-08-26T13:16:24Z")

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In my set i have assets which have opacity maps , and asset is overlapping with other assets. In the camera view when the asset is near to the camera it disappears when there is another asset behind it and these asset…

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## [Niagara sprite particles rendered in front of hair strands](https://forums.unrealengine.com/t/niagara-sprite-particles-rendered-in-front-of-hair-strands/2650994)

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**Author:** [@ddibb1](https://forums.unrealengine.com/u/ddibb1)\
**Replies:** 1\
**Last updated:** [August 26, 2025, 10:58am UTC](https://forums.unrealengine.com/t/niagara-sprite-particles-rendered-in-front-of-hair-strands/2650994 "2025-08-26T10:58:48Z")

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After upgrading to 5.6 I started seeing this weird issue that you can see in the clip above. Niagara particles, even though they are behind the character, are rendered in front of the hair strands. Hair cards are n…

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