5.5 Render DOF Issue

My project was started on 5.4.4

After the official release of 5.5, I switched to this version and I’m experiencing a major rendering problem. I’m not sure if it’s the camera’s DOF, but for obvious reasons I need this DOF in my renders…

What’s most frustrating in all this is that the display is perfect in my viewport, the bug only appears when rendering.

I can’t find a solution to this problem…

(Viewport no Issues)

(Render DOF bugy)

Here’s what I’ve already tried:

  • Create a new camera (same problem with a new camera)
  • Delete all my “console variables” in MRQ and render by default (the problem still appears when rendering)
  • Delete all screens and Emissive materials in background (Issue still appears when rendering)
  • Hide the character in the foreground (Issue still appears when rendering)

Please help me! whether it’s someone from Unreal or just someone who had this happen to them and was able to solve the problem. Thank you very much.

Hi! I’ve been experiencing a similar problem when experimenting with 5.5 first in Preview and now in the full release. Been trying to see if I might have a settings issue somewhere but not tracking it down. I setup two new projects with the same basic setup in 5.5 and 5.3.2 (the other version I have installed that I’ve been using for my main video project I’m working on). I didn’t have the same issue rendering in 5.3.2 that I did in 5.5 so it seems like it’s 5.5 related.

I did notice some kind of haloing with the depth of field when using a Metahuman experimenting in 5.5, which I think I’m seeing in yours too.

NewLevelSequence.0001.exr (17.0 MB) - An EXR export of the same sequence with the Metahuman using settings I’ve used for more cinematic renders in the past with a very shallow depth of field. Lots of artifacts on this.

It seems like using Anti-Aliasing sometimes makes the issue more pronounced.

Also, I don’t see these issues in the viewport. Only when rendering a sequence.

I’m using an M2 Max MacStudio 96GB Memory MacOS 15.1

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Yeah we are circling around this bug. I think its the Game Overrides setting r.DOF.Gather.ResolutionDivisor 1. Can you try and disable the Cinematic Setting override in the MRQ Game Overrides? We think its tied to resolution as well. You are rendering HD? Try and render 1081?

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Thank you for your reply, yes I tried with and without Game Overrides and the issue still remains.
My render is in 2K.

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Glad to hear. I tried one of the projects turning without Game Overrides, with it turning the Cinematic Setting Override Off. Tried that at 1080 and 1081. Still getting some depth of field artifacts. Those were the only settings I adjusted from the default Unsaved Config settings.

Tried using some of the settings I use for a final render most of the time (but exporting JPG) and it’s still there. Even when I adjust that Game Overrides setting and adjust the output to 1920 x 1081 instead of 1080. I also tried it with using the Console Variable r.DOF.Gather.ResolutionDivisor 2. It’s a little more subtle I think because of the anti-aliasing, but it’s still there. I’ll put the specific settings below and two of the same frame. In case that helps. I just dropped this Metahuman in and haven’t done much for setup for it with the hair etc. You can see the artifacts as white lines under the arms and in the irises of the eyes.

Console Variables:
r.AmbientOcclusion.Denoiser.TemporalAccumulation 0
r.GlobalIllumination.Denoiser.TemporalAccumulation 0
r.Reflections.Denoiser.TemporalAccumulation 0
r.Shadow.Denoiser.TemporalAccumulation 0
r.DepthOfFieldQuality 4
r.ScreenPercentage 125
r.MotionBlurQuality 4
r.ShadowQuality 5
r.DOF.Gather.ResolutionDivisor 2

Anti-Aliasing Settings:
Spatial Sample 1
Temporal Sample 16
Override Anti Aliasing True
Anti Aliasing Method None
Use Camera Cut for Warm Up False
Render Warm Up Frames trus
Render Warm Up Count 32
Engine Warm Up Count 0


Are you able to share a repro project with me? I cannot replicate this specifically.

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It also seems to appear only with a long lens. I don’t have any problems with wide angle shots (30mm for example).

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Mine make 390g :sweat_smile: Were can I share it to you?

Interesting! I’m still seeing some around the MetaHumans, but much more subtle, definitely still pretty obvious in the irises, but less noticeable around the edges.

Sure. Here’s a link to it zipped. Hopefully that helps? Dropbox

Also, when I quit this time I got the following error. I do not know if any of this information is relevant or helpful (I did click the button to send it in).

Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:Runtime/Core/Public/Modules/ModuleManager.h] [Line: 336]
Tried to get module interface for unloaded module: ‘LevelEditor’

Unknown() Address = 0x18fd1d5cc (filename not found) [in libsystem_kernel.dylib]
FPThreadEvent::Wait(unsigned int, bool) Address = 0x104290a10 (filename not found) [in UnrealEditor-Core.dylib]
LowLevelTasks::Private::FWaitingQueue::CommitStandby(LowLevelTasks::Private::FWaitEvent*, LowLevelTasks::Private::FOutOfWork&) Address = 0x10416ebb0 (filename not found) [in UnrealEditor-Core.dylib]
LowLevelTasks::FScheduler::StandbyLoop(LowLevelTasks::Private::FWaitEvent*, LowLevelTasks::Private::TLocalQueueRegistry<1024u, 1024u>::TLocalQueue*, unsigned int, bool) Address = 0x10416e534 (filename not found) [in UnrealEditor-Core.dylib]
LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::Private::FWaitEvent*, LowLevelTasks::Private::TLocalQueueRegistry<1024u, 1024u>::TLocalQueue*, unsigned int, bool) Address = 0x10416f928 (filename not found) [in UnrealEditor-Core.dylib]
FThreadImpl::Run() Address = 0x10439fca4 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::Run() Address = 0x104355094 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x1042b42d0 (filename not found) [in UnrealEditor-Core.dylib]
Unknown() Address = 0x18fd5b2e4 (filename not found) [in libsystem_pthread.dylib]
Unknown() Address = 0x18fd560fc (filename not found) [in libsystem_pthread.dylib]

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If its 390GB you might want to migrate the shot to a new project. I know that’s a lot of work so no worries if you don’t want to hassle with it.

Thank you!

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I am also experiencing wierd issues like this too after switching to 5.5 - perfect viewport, but bad render - was fine with the same project on 5.4.

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Unforunately this does not repro for me :frowning_face:

I opened you level sequence and applied your MRQ preset. I messed around with the project a bit to see if I can get it to repro but I was unable. What nVidia driver are you on?

Is this a project you can share?

Hey Shaun - sure can you send me a direct message so I can send privately :slight_smile:

Another example

Hey Shaun, thanks for checking it out. No Nvidia driver. My system is an M2 Max MacStudio with 96GB Memory running MacOS 15.1

Can yall try r.DOF.Kernel.MaxForegroundRadius 0?


Hello. I’m having the same issue, as seen by the first 2 images, and r.DOF.Kernel.MaxForegroundRadius 0 did not fix the issue, as you can see in the below 2 images.


I’m rendering an image sequence, and the issue seems to stem, at least on my end, from whichever object or objects are closer to the camera. As the camera pulls back from the terrarrium, the issue goes away. Once it’s all the way at the end, once it seems far enough “away” from the other objects. As you can see in the final image. Final link is the image sequence rendered as an .mp4 on YouTube. You can see towards the end, as the point of focus animates from the terrarium to the chair that the DOF goes completely nuts, so perhaps it’s somehow also related to the animated focal point.

hope this helps. I’m new.