Hi everybody, I am pretty new to Ue5 but I am trying to render a sequence for a practical installation, the problem is that the resolution of the screen is a crazy wide 9990x1080px. To get this resolution right while still being able to see stuff in the scene I’ve set the sensor size of the camera at 20x200mm, used a wide lens and it worked, the only problem is that when I render the sequence there is a portion on the right of the frame which seems to be underexposed. I’ve got no idea why this happens, because there isn’t any object blocking the light, the PostProcessVolume is set to Infinite Extent and there is no camera options that seems the one to change in order to fix the problem.
I’ll attach some frames so you can see clearly what the problem is. I specify that these frames were rendered each with a different camera, on a different level in a different project. Another strange fact is that if I increase the resolution the line remains on the “same spot”, so i can’t even try to render at a high resolution and crop it down.
I know that this is probably such a rare scenario, but I hope that someone can help me, it’s very important and I’m going crazy, it would be great to hear from you both a solution to the “underexposed” problem or, if you have it, some suggestions to render a sequence in this format and resolution in a more efficient or right way.
I just ran into the same issue, I found it was coming from my PPV. I found that changing my final gather quality to any value above 6 would create that artifact, but anything below was fine. Couldn’t tell you why!
I tried your solution, it works for the right side, but then my left starts to have the same issue, were you ever able to figure this all out together or have a troubleshoot? appreciate it, thanks!
Got a solution! Are you guys using Ultra Dynamic Sky or a similar plugin that drives lighting in your scene?
If so, changing the Global Illumination method in BOTH your camera and post process volume (if using) from Lumen to Plugin fixed the issue for me.
Bit late to the party here, but just had this issue. Found a fix in the movie render queue. Use the High resolution setting and make your tile count 2 or something. this will split the render up into quads and fix any lighting issue that dont work on wider resolutions. Only downside to this tho is that you cant use Temporal AA
I’m not sure, but the exact same thing happens to me when using a resolution of 11136x2000 (around 5.69 aspect ratio). I just wanted to add a detail since I haven’t managed to solve the problem, but I found that this image glitch starts to appear from pixel 8193 onward. I don’t think it’s a coincidence; it’s not typical 8K (7680x4320), but from a texture standpoint, it still aligns with a power of 2 (128, 256, 512, 1024…). Could it be that there’s a limitation in the engine that prevents it from handling resolutions larger than that size for performance reasons? After all, when rendering through the Movie Render Queue, you’re rendering the scene in real-time, which has to be done at a very high resolution… I don’t know; if anyone has any ideas, at this point, it’s more out of curiosity.