We’ve been doing plenty of rendering in Unreal while using the PanoCam for 360 videos. When the sequence is rendered out, the images have what looks like a stitched shadow that remains throughout. It’s hard to find what is causing this, as from what I’ve found in searching it could be caused by some SSR reacting with the reflection of the materials but I’m uncertain. Would really like to find a way to negate these cubes from being visible/affecting my final product.