# Rendering

**URL:** https://forums.unrealengine.com/c/development-discussion/rendering/36.md?page=98

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**Page:** 99

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## [Imported meshes are not drawn in Realtime Virtual Textures.](https://forums.unrealengine.com/t/imported-meshes-are-not-drawn-in-realtime-virtual-textures/2651004)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 0\
**Last updated:** [August 26, 2025, 9:43am UTC](https://forums.unrealengine.com/t/imported-meshes-are-not-drawn-in-realtime-virtual-textures/2651004 "2025-08-26T09:43:56Z")

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The title says it all. My imported meshes are not drawing in RVT even though they have the same material and the same drawing destination. As shown in the image, the spheres and cubes in the engine content are rendered. …

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## [Data Channel Modes ](https://forums.unrealengine.com/t/data-channel-modes/2659685)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [August 26, 2025, 9:28am UTC](https://forums.unrealengine.com/t/data-channel-modes/2659685 "2025-08-26T09:28:38Z")

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I’m currently looking at Data Channels. What is the mode input in the spawn conditional and spawn direct node used for? I’ve just left it on ‘Override’, but what does ‘Accumulate’ do? I couldn’t see any change to the be…

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## [Can you specify a Texture size output per platform?](https://forums.unrealengine.com/t/can-you-specify-a-texture-size-output-per-platform/430314)

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**Author:** [@\_rGB](https://forums.unrealengine.com/u/_rGB)\
**Replies:** 7\
**Last updated:** [August 26, 2025, 8:46am UTC](https://forums.unrealengine.com/t/can-you-specify-a-texture-size-output-per-platform/430314 "2025-08-26T08:46:24Z")

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I see that under compression (texture content browser) there’s a Maximum Texture Size… Does it mean that even if I imported a 1024x1024 (raw file), but input say 512 in Maximum Texture Size that every platform will get …

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## [SkyLight not working on streaming level](https://forums.unrealengine.com/t/skylight-not-working-on-streaming-level/2650884)

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**Author:** [@HelioHsx](https://forums.unrealengine.com/u/HelioHsx)\
**Replies:** 2\
**Last updated:** [August 26, 2025, 7:40am UTC](https://forums.unrealengine.com/t/skylight-not-working-on-streaming-level/2650884 "2025-08-26T07:40:58Z")

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Hello, I have a main persistent level containing two streaming sub-levels. The game starts on the first level and the skylight works correctly there. I then have the character go through a portal which teleports him to …

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## [Editor crash in FNiagaraSystemGpuComputeProxy::RemoveFromRenderThread when unloading a world ](https://forums.unrealengine.com/t/editor-crash-in-fniagarasystemgpucomputeproxy-removefromrenderthread-when-unloading-a-world/2659387)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 13\
**Last updated:** [August 26, 2025, 6:19am UTC](https://forums.unrealengine.com/t/editor-crash-in-fniagarasystemgpucomputeproxy-removefromrenderthread-when-unloading-a-world/2659387 "2025-08-26T06:19:22Z")

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Hi, we’re seeing an editor crash inside the lambda in FNiagaraSystemGpuComputeProxy::RemoveFromRenderThread when unloading certain maps in the editor. I’ve been able to narrow down the cause quite a bit and have a relia…

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## [MetaHuman grooms and shaders ](https://forums.unrealengine.com/t/metahuman-grooms-and-shaders/2659419)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [August 26, 2025, 2:34am UTC](https://forums.unrealengine.com/t/metahuman-grooms-and-shaders/2659419 "2025-08-26T02:34:49Z")

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Are MetaHuman grooms and shaders expected to remain closed? Specifically, we’d like to modify the hair card shader, we’d like to see if that can be completely separated from the groom shader.

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## [Nanite and Animated MetaHumans ](https://forums.unrealengine.com/t/nanite-and-animated-metahumans/2659414)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [August 26, 2025, 12:58am UTC](https://forums.unrealengine.com/t/nanite-and-animated-metahumans/2659414 "2025-08-26T00:58:55Z")

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Is there any plan for adding Nanite support for Animated MetaHumans?

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## [Having some weird shadow on my static mesh ](https://forums.unrealengine.com/t/having-some-weird-shadow-on-my-static-mesh/2647213)

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**Author:** [@VNBlidion](https://forums.unrealengine.com/u/VNBlidion)\
**Replies:** 3\
**Last updated:** [August 25, 2025, 9:03pm UTC](https://forums.unrealengine.com/t/having-some-weird-shadow-on-my-static-mesh/2647213 "2025-08-25T21:03:06Z")

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Hi there, I’m new to Unreal Engine, and I followed some tutorials on how to make grass in Blender to UE, got my result, but instead of nice-looking grass, I bumped into some weird-looking shadows on my grass. I have nan…

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## [Getting dark shadows off of a mesh?](https://forums.unrealengine.com/t/getting-dark-shadows-off-of-a-mesh/2650847)

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**Author:** [@madelinehdixon](https://forums.unrealengine.com/u/madelinehdixon)\
**Replies:** 3\
**Last updated:** [August 25, 2025, 8:44pm UTC](https://forums.unrealengine.com/t/getting-dark-shadows-off-of-a-mesh/2650847 "2025-08-25T20:44:53Z")

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Hi guys! I’m having trouble getting these dark shadows off of these sphere panels. The shadows are making the sphere look puffy and quilted. I want the panels to look flat. I have messed around with editing the materi…

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## [Nanite & Lumen causing visual issues in packaged game? ](https://forums.unrealengine.com/t/nanite-lumen-causing-visual-issues-in-packaged-game/2650760)

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**Author:** [@auroraxhjkhjk](https://forums.unrealengine.com/u/auroraxhjkhjk)\
**Replies:** 1\
**Last updated:** [August 25, 2025, 4:56pm UTC](https://forums.unrealengine.com/t/nanite-lumen-causing-visual-issues-in-packaged-game/2650760 "2025-08-25T16:56:32Z")

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Hi all, I’m running into some strange visual issues after packaging my project using Unreal Engine 5 (latest version). Everything looks great in the editor, but once I build and run the packaged version, some meshes usi…

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## [r.Shadow.LODDistanceFactor not correctly accounted for when CSM shadowing foliage with WPO ](https://forums.unrealengine.com/t/r-shadow-loddistancefactor-not-correctly-accounted-for-when-csm-shadowing-foliage-with-wpo/2659399)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [August 25, 2025, 2:56pm UTC](https://forums.unrealengine.com/t/r-shadow-loddistancefactor-not-correctly-accounted-for-when-csm-shadowing-foliage-with-wpo/2659399 "2025-08-25T14:56:01Z")

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This question was created in reference to: \[r.Shadow.LODDistanceFactor \[Content removed\] Hi, our issue isn’t directly related to the referenced issue, but was discovered as a result. It still happens with an unmodified …

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## [Crash After Building The Level Lights](https://forums.unrealengine.com/t/crash-after-building-the-level-lights/2650709)

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**Author:** [@togaykurtulus](https://forums.unrealengine.com/u/togaykurtulus)\
**Replies:** 1\
**Last updated:** [August 25, 2025, 1:15pm UTC](https://forums.unrealengine.com/t/crash-after-building-the-level-lights/2650709 "2025-08-25T13:15:25Z")

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Hello , The issue is Unreal Engine 5.5.4 crashes after light building process ( at encoding Texture after build Lighting phase ) Note : I can build different levels in the project. But I have got a level which has t…

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## [Engine Crashes when encoding Texture after build Lighting](https://forums.unrealengine.com/t/engine-crashes-when-encoding-texture-after-build-lighting/419172)

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**Author:** [@mikezen](https://forums.unrealengine.com/u/mikezen)\
**Replies:** 1\
**Last updated:** [August 25, 2025, 9:52am UTC](https://forums.unrealengine.com/t/engine-crashes-when-encoding-texture-after-build-lighting/419172 "2025-08-25T09:52:26Z")

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Hello, i get a crash after the lightmaps have been baked at high/Production setting… and it says “encoding textures 49%” lightmass setting : static lighting level scale : 0.5 num indirect light bounces :10 num Sky l…

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## [Map build data ids (and anything else derived from FActorInstanceGuid) end up incorrect upon loading, unloading, and reloading a world partition cell without a garbage collection in-between. ](https://forums.unrealengine.com/t/map-build-data-ids-and-anything-else-derived-from-factorinstanceguid-end-up-incorrect-upon-loading-unloading-and-reloading-a-world-partition-cell-without-a-garbage-collection-in-between/2659404)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [August 25, 2025, 9:07am UTC](https://forums.unrealengine.com/t/map-build-data-ids-and-anything-else-derived-from-factorinstanceguid-end-up-incorrect-upon-loading-unloading-and-reloading-a-world-partition-cell-without-a-garbage-collection-in-between/2659404 "2025-08-25T09:07:33Z")

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In the scenario where world partition reuses a previously-loaded cell, this issue can occur. My understanding is that FActorInstanceGuid::GetActorGuids only works until an actor has finished registering, at which point t…

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## [White edge on the shadow areas and very low quality and blotchy shadow](https://forums.unrealengine.com/t/white-edge-on-the-shadow-areas-and-very-low-quality-and-blotchy-shadow/2305768)

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**Author:** [@4626060](https://forums.unrealengine.com/u/4626060)\
**Replies:** 7\
**Last updated:** [August 25, 2025, 7:45am UTC](https://forums.unrealengine.com/t/white-edge-on-the-shadow-areas-and-very-low-quality-and-blotchy-shadow/2305768 "2025-08-25T07:45:38Z")

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There’s a white edge on the shadow areas of the car, also very low quality and blotchy shadow. The car is a rigged asset animated using camera rail spline. Have tried multiple settings managed to reduce only 50% of the i…

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## [（PC）cCrash in chkstk.asm during execution of FPersistentUniformBuffers::Initialize(). Failed to allocate 0xF530 bytes on the stack ](https://forums.unrealengine.com/t/pc-ccrash-in-chkstk-asm-during-execution-of-fpersistentuniformbuffers-initialize-failed-to-allocate-0xf530-bytes-on-the-stack/2659135)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [August 25, 2025, 12:49am UTC](https://forums.unrealengine.com/t/pc-ccrash-in-chkstk-asm-during-execution-of-fpersistentuniformbuffers-initialize-failed-to-allocate-0xf530-bytes-on-the-stack/2659135 "2025-08-25T00:49:10Z")

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stack trace： The specific call stack is attached as an image. 1 context pc 0x6459ba7 \_chkstk() (D:\\a\\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\misc\\amd64/chkstk.asm:109)\[amd64:Windows NT:C737ABE32AD24AFC87A2F73A493…

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## [Heterogeneous Volume Actor causes ensures to trigger in Debug builds. ](https://forums.unrealengine.com/t/heterogeneous-volume-actor-causes-ensures-to-trigger-in-debug-builds/2661960)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [September 3, 2025, 9:05pm UTC](https://forums.unrealengine.com/t/heterogeneous-volume-actor-causes-ensures-to-trigger-in-debug-builds/2661960 "2025-09-03T21:05:19Z")

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This issue has existed since at least 5.4, so far as I can tell it seems like the ensures are spurious (it’s the validation that is the issue, rather than the actual rendering code), but as the shader bindings system in …

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## [Visual Bug? Possibly Lumen Related? (with video) ](https://forums.unrealengine.com/t/visual-bug-possibly-lumen-related-with-video/2650556)

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**Author:** [@UselessMiwa](https://forums.unrealengine.com/u/UselessMiwa)\
**Replies:** 4\
**Last updated:** [August 24, 2025, 10:37pm UTC](https://forums.unrealengine.com/t/visual-bug-possibly-lumen-related-with-video/2650556 "2025-08-24T22:37:22Z")

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Hi, I was recently set dressing a scene when I noticed that upon turning the camera there is a strange visual glitch (sort of a rendering/pre-rendering flicker) that is happening on many of my meshes. Does anyone know wh…

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## [Rectlights and optimization](https://forums.unrealengine.com/t/rectlights-and-optimization/2647369)

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**Author:** [@Amoebozoa](https://forums.unrealengine.com/u/Amoebozoa)\
**Replies:** 3\
**Last updated:** [August 24, 2025, 9:34pm UTC](https://forums.unrealengine.com/t/rectlights-and-optimization/2647369 "2025-08-24T21:34:51Z")

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Hello, I have a level right now where I need to optimize the effects of the rectlights, I have quite a few of them on this level, and it’s causing quite a lot of optimization problems. (See image below. ) Now to work…

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## [Potential Issue with OCIO in 5.6 nDisplay ? ](https://forums.unrealengine.com/t/potential-issue-with-ocio-in-5-6-ndisplay/2659130)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 17\
**Last updated:** [August 24, 2025, 9:06pm UTC](https://forums.unrealengine.com/t/potential-issue-with-ocio-in-5-6-ndisplay/2659130 "2025-08-24T21:06:08Z")

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We have a plugin that exposes the OCIO config in the settings menu. This is then used to apply it to the scene like so RootActor-\>GetConfigData()-\>StageSettings.ViewportOCIO.AllViewportsOCIOConfiguration.ColorConfigurat…

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## [How to use SkyAtmosphereLightDisk Illuminance](https://forums.unrealengine.com/t/how-to-use-skyatmospherelightdisk-illuminance/2650426)

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**Author:** [@swaggod](https://forums.unrealengine.com/u/swaggod)\
**Replies:** 0\
**Last updated:** [August 24, 2025, 4:54am UTC](https://forums.unrealengine.com/t/how-to-use-skyatmospherelightdisk-illuminance/2650426 "2025-08-24T04:54:40Z")

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Hello, I am making a procedural sky shader and would like to simulate the effect of light going through clouds, like this: I am trying to use SkyAtmosphereLightDisk Illuminance and BeersLaw to simulate this, but the …

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## [Sudden FPS Drop, Shadow Depths Spike, and Nanite/LOD Issues ](https://forums.unrealengine.com/t/sudden-fps-drop-shadow-depths-spike-and-nanite-lod-issues/2650391)

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**Author:** [@Utsav138](https://forums.unrealengine.com/u/Utsav138)\
**Replies:** 0\
**Last updated:** [August 23, 2025, 10:21pm UTC](https://forums.unrealengine.com/t/sudden-fps-drop-shadow-depths-spike-and-nanite-lod-issues/2650391 "2025-08-23T22:21:14Z")

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Hi, I need some help troubleshooting performance issues in my UE5 project. A few days ago I was getting over 60 FPS, but now I’m only seeing around 20–30 FPS even though I haven’t changed any major settings. Here are the…

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## [Panoramic Render: Rendering 180° rather than 360°](https://forums.unrealengine.com/t/panoramic-render-rendering-180-rather-than-360/1643548)

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**Author:** [@broomp4](https://forums.unrealengine.com/u/broomp4)\
**Replies:** 3\
**Last updated:** [August 23, 2025, 6:57pm UTC](https://forums.unrealengine.com/t/panoramic-render-rendering-180-rather-than-360/1643548 "2025-08-23T18:57:58Z")

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Hi all, I am trying to render a panoramic scene but I only need a 180° view rather than the 360° that outputs when I use the panoramic render setting in movie render queue. I am currently cropping my 360° render in ano…

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## [Hi everyone I got this material problem on ue5.6.1, My material looks like its wet and its darker, whats the problem? how can I fix it?](https://forums.unrealengine.com/t/hi-everyone-i-got-this-material-problem-on-ue5-6-1-my-material-looks-like-its-wet-and-its-darker-whats-the-problem-how-can-i-fix-it/2648933)

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**Author:** [@kian42433](https://forums.unrealengine.com/u/kian42433)\
**Replies:** 4\
**Last updated:** [August 23, 2025, 3:02pm UTC](https://forums.unrealengine.com/t/hi-everyone-i-got-this-material-problem-on-ue5-6-1-my-material-looks-like-its-wet-and-its-darker-whats-the-problem-how-can-i-fix-it/2648933 "2025-08-23T15:02:28Z")

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## [Outline Post Process Change value Per - Object](https://forums.unrealengine.com/t/outline-post-process-change-value-per-object/2650327)

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**Author:** [@DARKITAYT](https://forums.unrealengine.com/u/DARKITAYT)\
**Replies:** 0\
**Last updated:** [August 23, 2025, 2:02pm UTC](https://forums.unrealengine.com/t/outline-post-process-change-value-per-object/2650327 "2025-08-23T14:02:14Z")

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I followed a tutorial to create a custom post-process outline effect, but it doesn’t work consistently across different meshes because of their varying shapes. I have one parameter that controls the outline thickness bas…

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## [Objects are glowing green?](https://forums.unrealengine.com/t/objects-are-glowing-green/433908)

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**Author:** [@masterburgler](https://forums.unrealengine.com/u/masterburgler)\
**Replies:** 3\
**Last updated:** [August 23, 2025, 4:39am UTC](https://forums.unrealengine.com/t/objects-are-glowing-green/433908 "2025-08-23T04:39:41Z")

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Hey everyone, So I’m working on my game and for the first time in the year I’ve been working on it, I’m having this weird glitch. My two characters are glowing green! This is the first time I’ve sen this, and it on…

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## [Adding delay for repeating loop in Material Graph](https://forums.unrealengine.com/t/adding-delay-for-repeating-loop-in-material-graph/153717)

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**Author:** [@eco\_bach2](https://forums.unrealengine.com/u/eco_bach2)\
**Replies:** 2\
**Last updated:** [August 22, 2025, 9:55pm UTC](https://forums.unrealengine.com/t/adding-delay-for-repeating-loop-in-material-graph/153717 "2025-08-22T21:55:30Z")

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I have a simple Material Graph for a constantly pulsing light. I need to modify it so that after 2 pulses there is a delay before the next 2 pulses, etc. Not sure how I would modify the graph (attached).

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## [Specular Scale now Hard-Maxed at 1.0?](https://forums.unrealengine.com/t/specular-scale-now-hard-maxed-at-1-0/2650159)

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**Author:** [@BoonCotter78](https://forums.unrealengine.com/u/BoonCotter78)\
**Replies:** 1\
**Last updated:** [August 22, 2025, 8:25pm UTC](https://forums.unrealengine.com/t/specular-scale-now-hard-maxed-at-1-0/2650159 "2025-08-22T20:25:34Z")

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I just noticed UE5.6 hard-clamps Specular Scale to a max of 1.0. Previously I could use a blueprint override to set the scale to any value. This doesn’t work any more. Yes, it’s not physically accurate to use any value…

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## [Content Browser Transparent Textures](https://forums.unrealengine.com/t/content-browser-transparent-textures/360350)

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**Author:** [@NullBlack](https://forums.unrealengine.com/u/NullBlack)\
**Replies:** 3\
**Last updated:** [August 22, 2025, 5:31pm UTC](https://forums.unrealengine.com/t/content-browser-transparent-textures/360350 "2025-08-22T17:31:13Z")

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No, I did not import a blank white square multiple times. Is there any way to get the content browser to show transparency properly, so that these white-on-clear icons can be distinguished by sight?

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## [Setting Overlay Materials at Runtime](https://forums.unrealengine.com/t/setting-overlay-materials-at-runtime/2281217)

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**Author:** [@JonSkellan](https://forums.unrealengine.com/u/JonSkellan)\
**Replies:** 2\
**Last updated:** [August 22, 2025, 2:17pm UTC](https://forums.unrealengine.com/t/setting-overlay-materials-at-runtime/2281217 "2025-08-22T14:17:45Z")

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I’m trying to have a dynamic overlay material appear on my character at the press of a button. My question is, can I set the overlay material to my material at runtime on the button press (in blueprints via Set Overlay …

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