How can I handle this Depth Of field foreground issue?

At this point, I suggest creating a new project and adding this content to it.[https://fab.com/s/0c488c6f4347](https://fab.com/s/0c488c6f4347)

This will likely help determine if the issue is related to configuration.
It’s the one I was using in here:


I’m attaching the recommended Default.ini they suggested time ago:

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
-D3D12TargetedShaderFormats=PCD3D_SM5
+D3D12TargetedShaderFormats=PCD3D_SM6
-D3D11TargetedShaderFormats=PCD3D_SM5

[/Script/Engine.VirtualTexturePoolConfig]
DefaultSizeInMegabyte=1024
+Pools=(SizeInMegabyte=1024, bAllowSizeScale=False, bEnableResidencyMipMapBias=False)

[/Script/Engine.Engine]
bSmoothFrameRate=False
MinDesiredFrameRate=60.000000

[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum

[/Script/Engine.RendererSettings]
r.EarlyZPass=2
r.EarlyZPassOnlyMaterialMasking=True
r.Streaming.PoolSize=8000
r.TranslucencyLightingVolumeOuterDistance=50000
r.CustomDepth=0
r.TemporalAA.Upsampling=False
r.AllowStaticLighting=False
r.DiscardUnusedQuality=True
r.GenerateMeshDistanceFields=True
r.GenerateLandscapeGIData=False
r.DefaultFeature.AutoExposure.Method=0
r.DefaultFeature.LightUnits=2
r.Shadow.Virtual.Enable=1
r.ReflectionMethod=1
r.DynamicGlobalIlluminationMethod=1
r.Lumen.TraceMeshSDFs=1
r.VelocityOutputPass=1
r.Velocity.EnableVertexDeformation=1
r.AntiAliasingMethod=4
r.Shadow.CSMCaching=True
r.VirtualTextures=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=True
r.SkinCache.CompileShaders=True
r.RayTracing=False
r.RayTracing.Shadows=False
r.RayTracing.Skylight=False
r.RayTracing.UseTextureLod=False
r.Lumen.HardwareRayTracing=True
r.Lumen.HardwareRayTracing.LightingMode=2
r.PathTracing=False
r.Shadow.Virtual.Cache.MaxMaterialPositionInvalidationRange=2500
r.GBufferFormat=1
r.Tonemapper.Sharpen=0.5
r.Nanite.Streaming.StreamingPoolSize=1024
r.Nanite.CoarseStreamingMeshMemoryPoolSizeInMB=500
r.Nanite.MaxNodes=4194304
r.RayTracing.Geometry.LandscapeGrass=1

Additionally, here are some fixes for common issues across Unreal Engine versions they share:

Unreal Engine 5.4.x

  • Landscape Material Displays Heavy Ghosting Effect:
    • Fix: Select the landscape and enable “Nanite” in its details. Run “Build Data” under the Nanite tab. This cannot be enabled by default as the assets are authored in UE5.2, which lacks Nanite landscape support.

Unreal Engine 5.3.x

  1. PCG Performance with Large Maps is Poor:

    • PCG tools are experimental and not yet production-ready. Procedural Foliage Volumes (PFV) and Landscape Grass Types (LGT) are recommended instead.
  2. TSR Anti-Aliasing Flickering with Complex Foliage:

    • Fix: Use Nvidia’s DLSS plugin for better results, including reduced flickering and RTX 40 series frame generation support.

Unreal Engine 5.1.x

  1. Virtual Shadow Maps Flickering or Disappearing:

    • Avoid strong wind effects that deform meshes heavily.
  2. Nanite World Position Offset Disappearing Triangles:

    • Strong WPO deforms mesh bounds. Adjust max WPO distance but be aware of performance impacts.

Unreal Engine 5.0.x

  • MovieRenderQueue Crashes with Large Complex Maps:
    • Fix: Disable “Flush Grass Streaming” in MRQ settings and enable “Render Warm Up Frames” under Anti-aliasing. Adjust Engine Warm Up Count to ensure grass is built before rendering starts.

For large scenes with significant grass or Nanite assets, increase pool sizes in your DefaultEngine.ini:

r.Nanite.MaxVisibleClusters=10485760
r.Nanite.MaxCandidateClusters=16777216
r.Nanite.MaxNodes=10485760
r.Nanite.Streaming.StreamingPoolSize=1024
r.Nanite.CoarseStreamingMeshMemoryPoolSizeInMB=500
grass.culldistancescale=3

I really hope it helps!