Transparency issue when rendering 360 from sequencer

Hello, I am rendering a 360 (equirectangular) sequence using the OWL360Camcapture, via the sequencer.
In certain parts, I get a semi-transparent transparency issue. I have no clue what it can be related to.
When turning off exponentialHeightFog, the problem persists.

When rendering with the standard CineCameraActor, through the sequencer, I have no issues.

I am sending the same frame rendered with both cameras. As you can see, the equirectangular render has this sort of artefact appearing.

I am working on a project made with UE4.

Any clues? Thanks a lot!


hi, I have the same error, did you solve it?