Context: this report comes from a RenderFuzz-based UE 5.5 rendering anomaly study. I am posting the issue publicly so other Unreal Engine developers can check whether it is reproducible, already known, or has a practical workaround.
I have a UE 5.5 repro where material or local shading details jitter during
camera movement. This may overlap with LOD, shadow filtering, material quality,
or volumetric settings, so I am treating it as lower confidence than the decal
and reflection cases.
Repro setup:
- UE 5.5 on Windows.
- Selected material/shading test map.
- Exact settings from the attached
conditions.json. - Camera pulse-translate path.
Observed result:
Local material/shading details change abruptly between adjacent frames while the
camera moves.
Expected result:
The material/shading should remain temporally stable, or any LOD/shadow
transition should be smooth and expected.
Evidence:
- Attach
evidence_sheets\31_视角移动时材质抖动.jpg. - Attach representative comparison video and exact settings.
Question:
What would be the best way to isolate this: disabling LOD dithering, locking
material quality, changing shadow system, or disabling volumetric features?
I also submitted this through the Unreal Engine Bug Submission Form and am using this thread to keep a public reproduction record.
Attachment note: I attempted to attach video_comparison.mp4 here, but this forum account is currently blocked by the forum’s new-user attachment restriction. The representative video was attached to the Unreal Engine Bug Submission Form submission and can be provided again when the forum allows attachments.