# \#buffer

**URL:** https://forums.unrealengine.com/tag/buffer/1261.md

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## [Unreal Engine Buffers/Passing values.](https://forums.unrealengine.com/t/unreal-engine-buffers-passing-values/2840121)

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**Author:** [@udonq1](https://forums.unrealengine.com/u/udonq1)\
**Replies:** 2\
**Last updated:** [October 16, 2026, 4:48pm UTC](https://forums.unrealengine.com/t/unreal-engine-buffers-passing-values/2840121 "2026-10-16T16:48:50Z")

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Hi, I am currently implementing a drone simulator and I am working on some sensors. Right now I am working on infrared camera, and I have a problem with passing data about objects. The scene is quite big and uses great…

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## [Forward Rendering -- Can't utilize buffer visualization](https://forums.unrealengine.com/t/forward-rendering-cant-utilize-buffer-visualization/2581284)

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**Author:** [@Itsnotme4](https://forums.unrealengine.com/u/Itsnotme4)\
**Replies:** 6\
**Last updated:** [June 27, 2025, 3:40pm UTC](https://forums.unrealengine.com/t/forward-rendering-cant-utilize-buffer-visualization/2581284 "2025-06-27T15:40:30Z")

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I’m using Forward Rendering and I can’t utilize any Buffer Visualization except for scene depth. The other visualizations are blacked out. I was looking for normal map specifically, but of course it’s an important tool t…

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## [Is it possible to make a Post Process material that renders out any of the buffer visualizations (reflections only, quad overdraw, world normals, etc) on runtime?](https://forums.unrealengine.com/t/is-it-possible-to-make-a-post-process-material-that-renders-out-any-of-the-buffer-visualizations-reflections-only-quad-overdraw-world-normals-etc-on-runtime/1818438)

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**Author:** [@javierm4](https://forums.unrealengine.com/u/javierm4)\
**Replies:** 3\
**Last updated:** [April 19, 2025, 10:22pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-make-a-post-process-material-that-renders-out-any-of-the-buffer-visualizations-reflections-only-quad-overdraw-world-normals-etc-on-runtime/1818438 "2025-04-19T22:22:00Z")

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I’m wondering if for an aesthetic choice, I could pull some of the vizualization modes from the viewport to run them while the level is running and also switching between them. I would like to try doing a simple level w…

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## [Automatic exposure should be based on the light buffer instead of the image buffer](https://forums.unrealengine.com/t/automatic-exposure-should-be-based-on-the-light-buffer-instead-of-the-image-buffer/310609)

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**Author:** [@00k](https://forums.unrealengine.com/u/00k)\
**Replies:** 2\
**Last updated:** [April 18, 2025, 8:00am UTC](https://forums.unrealengine.com/t/automatic-exposure-should-be-based-on-the-light-buffer-instead-of-the-image-buffer/310609 "2025-04-18T08:00:12Z")

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Automatic exposure control appears to expose based on the final image rather than the intensity of the lighting values. This causes viewing dark materials to cause the exposure to shift. While this is how cameras opera…

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## [Reading output buffer - Compute Shaders](https://forums.unrealengine.com/t/reading-output-buffer-compute-shaders/489542)

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**Author:** [@WouterJMW](https://forums.unrealengine.com/u/WouterJMW)\
**Replies:** 1\
**Last updated:** [February 26, 2025, 7:13pm UTC](https://forums.unrealengine.com/t/reading-output-buffer-compute-shaders/489542 "2025-02-26T19:13:44Z")

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Like many people trying to get into compute shaders with Unreal, start with the excellent demo of Temeran: GitHub - Temaran/UE4ShaderPluginDemo: A tutorial project that shows how to implement HLSL Pixel and Compute shade…

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## [Update vertex buffer with data from GPU](https://forums.unrealengine.com/t/update-vertex-buffer-with-data-from-gpu/391988)

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**Author:** [@anonymous\_user\_754b04d4](https://forums.unrealengine.com/u/anonymous_user_754b04d4)\
**Replies:** 5\
**Last updated:** [May 22, 2024, 9:39pm UTC](https://forums.unrealengine.com/t/update-vertex-buffer-with-data-from-gpu/391988 "2024-05-22T21:39:28Z")

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I try to get data that I compute on the GPU using CUDA into a vertex buffer for rendering without copying the data back to the host in between. The standard way would be: // The game thread does some computation and co…

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## [Get information from GBuffer](https://forums.unrealengine.com/t/get-information-from-gbuffer/1668580)

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**Author:** [@OscarEsteban3D](https://forums.unrealengine.com/u/OscarEsteban3D)\
**Replies:** 3\
**Last updated:** [February 6, 2024, 2:23pm UTC](https://forums.unrealengine.com/t/get-information-from-gbuffer/1668580 "2024-02-06T14:23:06Z")

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Hello everyone, I am trying to make a Decal material that takes height information in order to blend properly with the surfaces. Right now, I am not looking to create a new GBuffer slot or a new shading model (I saw in …

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## [How does the "Import Buffer as Texture 2D" node work?](https://forums.unrealengine.com/t/how-does-the-import-buffer-as-texture-2d-node-work/1290568)

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**Author:** [@The\_untextured](https://forums.unrealengine.com/u/The_untextured)\
**Replies:** 3\
**Last updated:** [September 11, 2023, 11:56am UTC](https://forums.unrealengine.com/t/how-does-the-import-buffer-as-texture-2d-node-work/1290568 "2023-09-11T11:56:48Z")

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The title explains it. This is the node: I can’t figure out how it works. I am using it to try and save and load a render target, but I just don’t know how this node works. As in: how do I structure the input buffer a…

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## [Store Animation Data in Buffer](https://forums.unrealengine.com/t/store-animation-data-in-buffer/461507)

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**Author:** [@matt.romein](https://forums.unrealengine.com/u/matt.romein)\
**Replies:** 1\
**Last updated:** [January 13, 2023, 7:30pm UTC](https://forums.unrealengine.com/t/store-animation-data-in-buffer/461507 "2023-01-13T19:30:58Z")

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Apologies for the high level question, having trouble with where to even begin approaching this. I work with live stream motion capture data for performance and build a tools for live performance and dance related work. …

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## [How to enable buffer visualization dumping in Movie Capture play mode](https://forums.unrealengine.com/t/how-to-enable-buffer-visualization-dumping-in-movie-capture-play-mode/299044)

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**Author:** [@anonymous\_user\_b1c15813](https://forums.unrealengine.com/u/anonymous_user_b1c15813)\
**Replies:** 1\
**Last updated:** [October 20, 2022, 8:26am UTC](https://forums.unrealengine.com/t/how-to-enable-buffer-visualization-dumping-in-movie-capture-play-mode/299044 "2022-10-20T08:26:56Z")

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I trying to render out PNG Sequences with different buffer visualization mode and I found the code where it launches the game in movie capture mode and there a line where it checks whether buffer Visualization dumping is…

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## [Texture streaming buffer not large enough](https://forums.unrealengine.com/t/texture-streaming-buffer-not-large-enough/328474)

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**Author:** [@anonymous\_user\_d52e092d1](https://forums.unrealengine.com/u/anonymous_user_d52e092d1)\
**Replies:** 11\
**Last updated:** [May 20, 2022, 9:14am UTC](https://forums.unrealengine.com/t/texture-streaming-buffer-not-large-enough/328474 "2022-05-20T09:14:39Z")

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Hi everyone. I’m having some troubles with texture streaming. I tried to look at the other answers on the forum but i didn’t find any solutions. I don’t know how to describe it but at the beginning, when i looked at ST…

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## [How to controll and change index\\vertex buffer memory sizes\\proportions?](https://forums.unrealengine.com/t/how-to-controll-and-change-index-vertex-buffer-memory-sizes-proportions/470105)

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**Author:** [@RenardOn42](https://forums.unrealengine.com/u/RenardOn42)\
**Replies:** 0\
**Last updated:** [August 21, 2020, 8:20am UTC](https://forums.unrealengine.com/t/how-to-controll-and-change-index-vertex-buffer-memory-sizes-proportions/470105 "2020-08-21T08:20:36Z")

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Hi! Long story short: I have two variants of the «same» scene (with landscape, particles, skeletal meshes, decals, lights, Static meshes, and many other actors), but there was optimized in a different way. When I gather…

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## [How to access color and depth buffer?](https://forums.unrealengine.com/t/how-to-access-color-and-depth-buffer/356855)

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**Author:** [@anon20947744](https://forums.unrealengine.com/u/anon20947744)\
**Replies:** 1\
**Last updated:** [June 23, 2020, 3:41pm UTC](https://forums.unrealengine.com/t/how-to-access-color-and-depth-buffer/356855 "2020-06-23T15:41:53Z")

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Hi there, how would one access those buffers? I would like to get the information shown in the frame and save it somewhere as a picture. Is this possible? Any hints please?

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## [About the master output audio buffer](https://forums.unrealengine.com/t/about-the-master-output-audio-buffer/298812)

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**Author:** [@anonymous\_user\_9b607f491](https://forums.unrealengine.com/u/anonymous_user_9b607f491)\
**Replies:** 2\
**Last updated:** [September 11, 2019, 9:55pm UTC](https://forums.unrealengine.com/t/about-the-master-output-audio-buffer/298812 "2019-09-11T21:55:22Z")

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I am thinking to create an audio filter applying to the master output, and am curious if there is a way to get access to the audio buffer on the master output (should also allow me to write back the processed samples bac…

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## [Disable G-Buffer / Forward Rendering on Mobile?](https://forums.unrealengine.com/t/disable-g-buffer-forward-rendering-on-mobile/446592)

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**Author:** [@stuck\_compiling](https://forums.unrealengine.com/u/stuck_compiling)\
**Replies:** 1\
**Last updated:** [May 11, 2019, 6:12pm UTC](https://forums.unrealengine.com/t/disable-g-buffer-forward-rendering-on-mobile/446592 "2019-05-11T18:12:17Z")

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I have found various sources online advising to disable the g-buffer and / or enable forward rendering for mobile projects, but I can’t figure it out. The tooltip for enabling forward rendering goes along the lines of “e…

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## [Stencil Buffer Depth value inconsistancies with MSAA](https://forums.unrealengine.com/t/stencil-buffer-depth-value-inconsistancies-with-msaa/394598)

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**Author:** [@mordentral](https://forums.unrealengine.com/u/mordentral)\
**Replies:** 2\
**Last updated:** [January 16, 2019, 6:26pm UTC](https://forums.unrealengine.com/t/stencil-buffer-depth-value-inconsistancies-with-msaa/394598 "2019-01-16T18:26:44Z")

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There appears to be some inconsistency or precision issues with scene depth and stencil buffer depth values when using MSAA instead of FXAA/TAA. For example, Tom Loomans post process outline material outlined here: Mult…

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## [Wire Colour or Render ID in UE4?](https://forums.unrealengine.com/t/wire-colour-or-render-id-in-ue4/434653)

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**Author:** [@Dark\_Jubei](https://forums.unrealengine.com/u/Dark_Jubei)\
**Replies:** 0\
**Last updated:** [September 28, 2018, 11:44am UTC](https://forums.unrealengine.com/t/wire-colour-or-render-id-in-ue4/434653 "2018-09-28T11:44:01Z")

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Is there a visualisation that can give me the equivalent of a wirecolour in vray? or render ID? Basically a flat colour pass with a different colour applied to all the objects so you can easily select them in photoshop. …

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## [Dynamic light caching and dynamic buffer](https://forums.unrealengine.com/t/dynamic-light-caching-and-dynamic-buffer/428048)

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**Author:** [@phoboz](https://forums.unrealengine.com/u/phoboz)\
**Replies:** 2\
**Last updated:** [July 28, 2018, 5:27am UTC](https://forums.unrealengine.com/t/dynamic-light-caching-and-dynamic-buffer/428048 "2018-07-28T05:27:55Z")

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Does setting the buffer usage flag to BUF\_Dynamic automatically affects the dynamic light caching for this mesh? For my test mesh, it seems that just by changing this flag, the ShadowDepths statistic goes from ~12.52ms …

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## [Render passes for compositing](https://forums.unrealengine.com/t/render-passes-for-compositing/382905)

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**Author:** [@enriv](https://forums.unrealengine.com/u/enriv)\
**Replies:** 2\
**Last updated:** [February 2, 2018, 3:08pm UTC](https://forums.unrealengine.com/t/render-passes-for-compositing/382905 "2018-02-02T15:08:09Z")

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UE4 can render images of a really good quality and because of this I want to extract render passes to do some compositing in an external software (like Nuke). Both the sequencer editor and the high res screenshot tool g…

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## [Why stencil buffer use memory with R8G8B8A (4byte)?](https://forums.unrealengine.com/t/why-stencil-buffer-use-memory-with-r8g8b8a-4byte/409550)

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**Author:** [@cordis3](https://forums.unrealengine.com/u/cordis3)\
**Replies:** 0\
**Last updated:** [November 14, 2017, 12:33am UTC](https://forums.unrealengine.com/t/why-stencil-buffer-use-memory-with-r8g8b8a-4byte/409550 "2017-11-14T00:33:47Z")

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I ran memory profile on my device(memreport -full), specifically, experia sony. But my custom stencil buffer use 32bit? I don’t know thumb of rule for size of scencil buffer, but in my experience, stencil value could be…

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## [FStaticMeshInstanceBuffer Crash on PIE](https://forums.unrealengine.com/t/fstaticmeshinstancebuffer-crash-on-pie/401896)

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**Author:** [@anonymous\_user\_416b781b](https://forums.unrealengine.com/u/anonymous_user_416b781b)\
**Replies:** 8\
**Last updated:** [September 19, 2017, 3:56pm UTC](https://forums.unrealengine.com/t/fstaticmeshinstancebuffer-crash-on-pie/401896 "2017-09-19T15:56:41Z")

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I updated from UE 4.16.1 to UE 4.17. Often, when I try to start playing in the editor, I get a crash regarding the FStaticMeshInstanceBuffer. This is the Crash report: Access violation - code c0000005 (first/second cha…

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## [Pass a texture directly to post process? (Or a custom scenetexture)](https://forums.unrealengine.com/t/pass-a-texture-directly-to-post-process-or-a-custom-scenetexture/404780)

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**Author:** [@Axton9](https://forums.unrealengine.com/u/Axton9)\
**Replies:** 0\
**Last updated:** [September 17, 2017, 6:48am UTC](https://forums.unrealengine.com/t/pass-a-texture-directly-to-post-process-or-a-custom-scenetexture/404780 "2017-09-17T06:48:06Z")

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I’m using 4.16 and I want to be able to pass a custom buffer or texture along to the post process, but I specifically don’t want it to render outside of that specific post process material. It seems like what I need is …

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## [SceneCapture2d frame behind? Stencil Buffer?](https://forums.unrealengine.com/t/scenecapture2d-frame-behind-stencil-buffer/387744)

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**Author:** [@Ian\_Proulx](https://forums.unrealengine.com/u/Ian_Proulx)\
**Replies:** 1\
**Last updated:** [July 10, 2017, 10:59am UTC](https://forums.unrealengine.com/t/scenecapture2d-frame-behind-stencil-buffer/387744 "2017-07-10T10:59:29Z")

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I am using a SceneCapture2d in c++ to render to a texture and noticed it is a frame behind since it captures the scene at the end of the frame and uses that texture at the beginning of the following frame. Is there a wa…

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## [How do i increase depth buffer precision or improve zfighting issues?](https://forums.unrealengine.com/t/how-do-i-increase-depth-buffer-precision-or-improve-zfighting-issues/385783)

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**Author:** [@xlar8or](https://forums.unrealengine.com/u/xlar8or)\
**Replies:** 2\
**Last updated:** [March 25, 2017, 3:35pm UTC](https://forums.unrealengine.com/t/how-do-i-increase-depth-buffer-precision-or-improve-zfighting-issues/385783 "2017-03-25T15:35:56Z")

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Hello i’m designing the level of my game and i started to notice some z fighting from a distance (but not upclose) in a lot of objects (as you can see on the attached image), i assume it’s because the z buffer doesnt hav…

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## [FIOSAudioSoundBuffer::CreateNativeBuffer causes crash on iOS](https://forums.unrealengine.com/t/fiosaudiosoundbuffer-createnativebuffer-causes-crash-on-ios/378018)

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**Author:** [@anonymous\_user\_16c0788a](https://forums.unrealengine.com/u/anonymous_user_16c0788a)\
**Replies:** 4\
**Last updated:** [December 22, 2016, 8:00am UTC](https://forums.unrealengine.com/t/fiosaudiosoundbuffer-createnativebuffer-causes-crash-on-ios/378018 "2016-12-22T08:00:34Z")

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Hey guys, when starting up one of my levels on iOS the game crashes before the level has the chance to load. The crashes happen at random intervals but the log of the iPad always ends with the following callstack: \[201…

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## [Only render part of custom depth buffer based on overlap](https://forums.unrealengine.com/t/only-render-part-of-custom-depth-buffer-based-on-overlap/368381)

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**Author:** [@Araklaj](https://forums.unrealengine.com/u/Araklaj)\
**Replies:** 2\
**Last updated:** [August 26, 2016, 9:01pm UTC](https://forums.unrealengine.com/t/only-render-part-of-custom-depth-buffer-based-on-overlap/368381 "2016-08-26T21:01:14Z")

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Hi guys! We’re trying to achieve a kind of radar which only shows certain meshes behind it, like this: https://i.sli.mg/ZiAyYR.png The issue is, the radar’s “red area” is not static but dynamic, wobbling in front of p…

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## [How to keep the previous camera frame?](https://forums.unrealengine.com/t/how-to-keep-the-previous-camera-frame/352994)

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**Author:** [@cannabis.cod3r](https://forums.unrealengine.com/u/cannabis.cod3r)\
**Replies:** 1\
**Last updated:** [August 26, 2016, 12:14pm UTC](https://forums.unrealengine.com/t/how-to-keep-the-previous-camera-frame/352994 "2016-08-26T12:14:08Z")

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In Unity there is the “don’t clear anything” flag on the camera, which keeps the previous frame buffer. Is there an equivalent flag in UE4 for the camera? Or render target?

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## [Media Player - Load to Memory?](https://forums.unrealengine.com/t/media-player-load-to-memory/364045)

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**Author:** [@HidingGlass](https://forums.unrealengine.com/u/HidingGlass)\
**Replies:** 12\
**Last updated:** [August 8, 2016, 8:57am UTC](https://forums.unrealengine.com/t/media-player-load-to-memory/364045 "2016-08-08T08:57:10Z")

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I’m projecting a large MediaPlayer Texture onto a sphere for a VR 360 experience. I realize that the Media Player asset is still under development and a bit buggy but after some experimenting I’ve gotten some decent resu…

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## [How to access the Stencil Buffer using C++? \[Portals\]](https://forums.unrealengine.com/t/how-to-access-the-stencil-buffer-using-c-portals/341360)

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**Author:** [@DennG](https://forums.unrealengine.com/u/DennG)\
**Replies:** 2\
**Last updated:** [May 30, 2016, 7:52am UTC](https://forums.unrealengine.com/t/how-to-access-the-stencil-buffer-using-c-portals/341360 "2016-05-30T07:52:38Z")

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Hi guys, I want to recreate this portal rendering in Unreal: https://en.wikibooks.org/wiki/OpenGL\_Programming/Mini-Portal They made use of the stencil buffer to achieve the visuals. I got a working C++ code which sho…

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## [Clear back buffer in stencil area \[C++\]](https://forums.unrealengine.com/t/clear-back-buffer-in-stencil-area-c/357589)

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**Author:** [@DennG](https://forums.unrealengine.com/u/DennG)\
**Replies:** 0\
**Last updated:** [May 16, 2016, 2:29pm UTC](https://forums.unrealengine.com/t/clear-back-buffer-in-stencil-area-c/357589 "2016-05-16T14:29:05Z")

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I want to know how clear the backbuffer in the stencil area and I already found the function ClearMRT, but there are two parameters that bother me: NumClearColors and ExcludeRect Could someone give some explanation on …

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