Blocky and pixelated Heterogeneous Volumes In 5.3 runtime

hello,

I’m working on a flying STG game involves Heterogeneous Volumes clouds, and got this weird rendering issue. The clouds looking all right in editor:

but becomes this “pixel sorted” look when play:


in addition, this issue doesn’t happen regularly, but much more frequently in specific level (while the clouds setting, materials are all exactly same)

Here is my material setup, nothing fancy I think

I also checked related concole commands, they all have default values. Tried different sampling, shading, etc. but nothing changed.

Any clue? would be much appreciated!

I’m having the exact same issue, but it is only happening when using sim cache in a sequencer. Have you find any fix yet ?