Texture & Lighting deviation In-Game versus Editor

Hi All,
I am getting random issues in terms of building the game. There are no errors nor warning in terms of compiling materials, yet there’s huge deviation between the Game Build & Viewport. sometimes even leading to some material showing as pure black.

I am building on Windows 11, UE 5.5.3, DirectX 12, RTX 3060 with SM6 (tried with and without substrate)

Here are screenshots:

Random Wall Texture:

Viewport:


In-Game (Development / Shipping):

MetaHuman:
In-Game (Development / Shipping):

Any ideas on where could be the problem? I tried different lighting conditions and post processing etc… all leads to the same result.

Greetings @halidrauf!

From your provided data, since you are not encountering any build errors, and your viewport shows visuals working as intended, this looks like a potential software/drivers issue. Let’s try some methods for resolution:

  • Please update your OS to the latest version, and your nVIDIA drivers, make sure you are picking the “Clean Installation” option, as well as going for the “Developer” drivers, as these have more stable settings for engine work.

  • To rule out hardware issues, in Unreal Engine, adjust your values for engine scalabillty, to ensure your equipment is not being exerted.

  • Test disabling Hardware Raytracing from the engine

  • Please make sure that no RTSS or overlocking are enabled for your video card while working on the engine.

  • Uncheck all SM5 in the project settings (Project Settings → Platforms → Windows).

  • Disable motion blur in postprocessing settings.

  • Remove and reinstall any mesh packs recently added to your UE.

  • Additionally, there are two settings to test in nVidia control panel: Go to Settings, and under Features → Overlay, disable the “Game filters and Photo Mode” option. After that, click on “Manage 3D Settings” in the settings menu on the left, go to Monitor Technology and select “Fixed Rate”. With these changes applied, please restart UE5.

Thank you, but unfortunately I’ve tested the Studio Driver & Scalability Modification, The issue remained. It was partially fixed by disabling Oodle Plugin and Enabling Force Shader Permutation Support.

The issue now is that the lighting is still not consistent (at the same scalability settings), for instance when I add a spotlight, in the viewport it works perfectly, but on some textures in game, it doesn’t seem to “light” the material up even though it is loaded accurately.