Try Find this material M_UnderWater_PostProcess_Volume_Custom_47 and remove
Check the error names. If you see the name of the material, delete it.
That’s like saying “if the plugin can’t render the built-in sky system, delete it” - I take this to mean that your plugin does not support Epic’s new water system?
Removing that volume material means there is no underwater effect at all… replacing it with Epic’s default material results in the same crash but now it calls out the default material instead of my copy.
Everything is wrong, just check what might be causing the failure in the material.
You can send me your scene, and I’ll check it out. Sometimes the problem occurs in the instance of the material, it is enough to either remove or replace it. Sometimes the material is not even used in the scene, but for some reason it may fail.
My email Lenina62-ivan@mail.ru
After compositing the fulldome, the images are much blurrier than those from a single camera. Is there a way to resolve this?
You can easily re-create this crash yourself:
- Start Unreal 5.5
- Create default project Game>Blank (the one with terrain)
- Activate the Water plugin
- Drag in a Water Body Lake.
- Have the 360v3 camera render on a path that starts outside the water then goes underwater.
- Render 360
It will crash, and you will see other issues as well (surface deform speed).
Hi!
- Try change CineCamera → Focus → Don’t override.
or - AutoSizeResolution → True, Crop Unused Pixels → True, ScreenPercentage → 200-250
Hi!
I write later!
Need check!
Hi! I would like to use Movie Render Graph for AOV (Arbitrary Output Variable) rendering, and I am wondering if the Camera360 V3 plugin supports Movie Render Graph. Additionally, could you please tell me how to apply it in Blueprints?
Hi,
Just chekcing before I press the button, does it support nanite tessellation lets say in 16 K 360 Image?
Hi!
The plugin works with CineCamera. If your regular CineCamera works with this, then the plugin will work with it. Since it stitches the resulting images obtained from the CineCamera
I write to email
NEWS 23.09.2025. Fix for Camera360V3 for all version.
Fixed a problem when working with Render Warm Up Frames when using Engine Warm Up Count. When it is activated, the numbering is now displayed correctly for the final frames.
When using Use Camera Cut Frames ->, the numbering starts from 0. But at the moment it does not work as required, we have to reset this type of Render Warm Up Count.
yes I see,thanks!
Hi, is this working with Pathtracer as well?
Any update on the volumetric crash I mentioned previously? Your latest update has no effect on it.
Thanks.
Hi,
We have purchesed the Plugin to render high quality monoscopic stills in Path Tracing. We have some questions:
-
We are having some issues related to memory. It
s an architecture project with a lot of detail, furniture and atrezo. When we render in MRQ with path tracing in 360, some meshes appers with its fallback mesh. We have set the console command r.RayTracing.Nanite.Mode 1, but It happens anyway. Any solution for that? -
We just need still images, so in theory we could use just spatial samples. But I remember reading at any place here that we should use some temporal samples to make it work with this plugin. Is that correct?
-
Which denoise system do you recommend for best quality at still images (we don`t need temporal consistency).
4. In the V2 plugin there was an option to render in Path Tracing with the 6 task solution. I dont see this solution in V3. Is not possible anymore? Maybe with this solution we wouldn`t have the memory issues we have.
Thank you so much.
NEWS 24.10.2025. Mini Fix v.1.13 for Camera360V3 for all version.
- Crash error Material Proxy. Fixed a bug for OneTaskSolution.
- The preset is saved with the correct extension, now your tasks are stored correctly. If there is a failure, you can manually eliminate unnecessary tasks and continue rendering.
Hi!
-
Please show me, what you mean problem mesh? I recomended writing in online chat Telegram: View @Camera360v3
-
When working with Pathtracing, you can use any selections. (If you using full recompile shaders)
3. I recomended using NFOR denoiser NFOR Denoiser in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community in UE5.6 -
There is such a solution, you just need to use OneTaskSolution + you need to switch the 2d mode to 2d Pathtracing mode.
Hi, thanks for the answer. I’ve try using 1 task solutions. But I have a problem. When it finish, unreal crashes, and there is not any 360 image created in the folder. I can see an image in the folder named “FinishedTaskOutput”, but there is a thin black seem between renders.
I’ve tried using the official panoramic rendering after applying settings at 2D Path tracer, and I`ve found a way to get a 360 path tracing image using this pipeline. But I would like to use your solution because the official panoramic rendering crashes sometimes.
Thanks







