# \#rendering-system

**URL:** https://forums.unrealengine.com/tag/rendering-system/356.md

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## [\[SUPPORT\]CAMERA 360 v2. System](https://forums.unrealengine.com/t/support-camera-360-v2-system/257625)

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**Author:** [@Ivan\_Elizarov](https://forums.unrealengine.com/u/Ivan_Elizarov)\
**Replies:** 915\
**Last updated:** [November 5, 2025, 3:59pm UTC](https://forums.unrealengine.com/t/support-camera-360-v2-system/257625 "2025-11-05T15:59:36Z")

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https://www.unrealengine.com/marketplace/en-US/product/6a019dea8dee4985ba806aa13ca1deba Camera360v2 - camera system for video and screenshot (cubemap 4x3, facebook 3x2, pano2VR 3x2, EAC, GearVR 6x1, 360, Fulldome, Ci…

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## [Use of multiple index buffers in FStaticMeshLODResources](https://forums.unrealengine.com/t/use-of-multiple-index-buffers-in-fstaticmeshlodresources/422329)

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**Author:** [@PrimalJohnScott](https://forums.unrealengine.com/u/PrimalJohnScott)\
**Replies:** 1\
**Last updated:** [June 20, 2025, 8:27pm UTC](https://forums.unrealengine.com/t/use-of-multiple-index-buffers-in-fstaticmeshlodresources/422329 "2025-06-20T20:27:19Z")

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There are 6 index buffers in FStaticMeshLODResources and I’d like to clarify their purpose. 4 seem to be the same size and are rearrangements of each other. IndexBuffer is required for rendering and AdjacencyIndexBuffer…

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## [Rendering a Secondary View from a Different ViewOrigin Using SceneViewExtension Without Affecting Main View?](https://forums.unrealengine.com/t/rendering-a-secondary-view-from-a-different-vieworigin-using-sceneviewextension-without-affecting-main-view/2018481)

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**Author:** [@ItzPray99](https://forums.unrealengine.com/u/ItzPray99)\
**Replies:** 5\
**Last updated:** [June 2, 2025, 5:00pm UTC](https://forums.unrealengine.com/t/rendering-a-secondary-view-from-a-different-vieworigin-using-sceneviewextension-without-affecting-main-view/2018481 "2025-06-02T17:00:31Z")

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I’m working on a project where I need to render the scene from a different ViewOrigin without affecting the main camera view. My goal is to set up a secondary view that renders the scene from an alternate location and or…

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## [Shadows disappear at a distance even with correct settings (UE 5.5)](https://forums.unrealengine.com/t/shadows-disappear-at-a-distance-even-with-correct-settings-ue-5-5/2470301)

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**Author:** [@Mgm3d](https://forums.unrealengine.com/u/Mgm3d)\
**Replies:** 3\
**Last updated:** [May 8, 2025, 3:47pm UTC](https://forums.unrealengine.com/t/shadows-disappear-at-a-distance-even-with-correct-settings-ue-5-5/2470301 "2025-05-08T15:47:07Z")

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i everyone, I’m having a strange issue in Unreal Engine 5.5: Shadows disappear at a distance, even in a completely clean scene with correctly configured Directional Light, no Lumen, and all scalability set to Epic. W…

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## [How to bilinear sample SceneColor texture when texture size and view rect not match exactly?](https://forums.unrealengine.com/t/how-to-bilinear-sample-scenecolor-texture-when-texture-size-and-view-rect-not-match-exactly/2417774)

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**Author:** [@2726559668](https://forums.unrealengine.com/u/2726559668)\
**Replies:** 1\
**Last updated:** [April 22, 2025, 3:57am UTC](https://forums.unrealengine.com/t/how-to-bilinear-sample-scenecolor-texture-when-texture-size-and-view-rect-not-match-exactly/2417774 "2025-04-22T03:57:15Z")

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Hi everyone, I want to bilinear sample SceneColor texture used in engine. Because of QuantizeSceneBufferSize or some other reasons, at the beginning of PostProcess, the SceneColor texture used by engine may not be exact…

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## [Loading Data TO/FROM Structured Buffer (Compute Shaders)](https://forums.unrealengine.com/t/loading-data-to-from-structured-buffer-compute-shaders/470083)

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**Author:** [@anonymous\_user\_823c030b1](https://forums.unrealengine.com/u/anonymous_user_823c030b1)\
**Replies:** 5\
**Last updated:** [November 12, 2024, 3:36am UTC](https://forums.unrealengine.com/t/loading-data-to-from-structured-buffer-compute-shaders/470083 "2024-11-12T03:36:51Z")

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Note: This post requires some knowledge about RHI/RDG and compute shaders in Unreal Engine. I am trying to create a compute shader which has as part of its parameters a set of structured buffers, but I do not know how t…

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## [How to setup Adobe Painter 2022 to work correctlly with Unreal 5](https://forums.unrealengine.com/t/how-to-setup-adobe-painter-2022-to-work-correctlly-with-unreal-5/615738)

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**Author:** [@mattano](https://forums.unrealengine.com/u/mattano)\
**Replies:** 0\
**Last updated:** [July 27, 2022, 6:53pm UTC](https://forums.unrealengine.com/t/how-to-setup-adobe-painter-2022-to-work-correctlly-with-unreal-5/615738 "2022-07-27T18:53:46Z")

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Hellow, How to set up Painter2022 to match Unreal5? DESCRIPTION Adobe Painter 2022, (colour workspace?) by default, does not match Unreal 5 material. Setting up Painter 2021 is difficult. LINK Tutorial: How to Fix t…

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## [Rendering Dependency Graph](https://forums.unrealengine.com/t/rendering-dependency-graph/473310)

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**Author:** [@Roma\_Levin](https://forums.unrealengine.com/u/Roma_Levin)\
**Replies:** 1\
**Last updated:** [February 2, 2024, 4:09pm UTC](https://forums.unrealengine.com/t/rendering-dependency-graph/473310 "2024-02-02T16:09:04Z")

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Hello, I am trying to follow up with the RDG crash course. My goal is to dispatch a global PostProcessing shader that will be able to read from depth buffer. Following along the RDG course from above - the presentation…

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## [Sequencer rendering too many frames doesnt match up with timeline](https://forums.unrealengine.com/t/sequencer-rendering-too-many-frames-doesnt-match-up-with-timeline/477842)

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**Author:** [@Arcane](https://forums.unrealengine.com/u/Arcane)\
**Replies:** 2\
**Last updated:** [January 1, 2024, 12:46am UTC](https://forums.unrealengine.com/t/sequencer-rendering-too-many-frames-doesnt-match-up-with-timeline/477842 "2024-01-01T00:46:13Z")

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Rendering a Sequencer timeline and it appears to be taking more frames to render than needs to like its doing like 40 frames a second or something so the sequence is 1700 frames but i’m at 2100 and its still not done bu…

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## [Is Nanite without Virtual shadows only a Myth?](https://forums.unrealengine.com/t/is-nanite-without-virtual-shadows-only-a-myth/688196)

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**Author:** [@Trastrastras](https://forums.unrealengine.com/u/Trastrastras)\
**Replies:** 2\
**Last updated:** [July 13, 2023, 10:35pm UTC](https://forums.unrealengine.com/t/is-nanite-without-virtual-shadows-only-a-myth/688196 "2023-07-13T22:35:17Z")

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I have a question about Nanites and not using Virtual shadows map. It is about whether it is possible to use Nanite without Virtual shadow maps so that using a highpoly mesh is as efficient as using a lowpoly mesh witho…

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## [Does UE5 has rendering bug on SSD?](https://forums.unrealengine.com/t/does-ue5-has-rendering-bug-on-ssd/626498)

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**Author:** [@Ibtesam\_Sadiq](https://forums.unrealengine.com/u/Ibtesam_Sadiq)\
**Replies:** 16\
**Last updated:** [May 7, 2023, 3:35am UTC](https://forums.unrealengine.com/t/does-ue5-has-rendering-bug-on-ssd/626498 "2023-05-07T03:35:56Z")

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Hi, I am testing an environment from Marketplace and facing a weird issue. It’s showing the random RGB Dots and lines on texture. The issue isn’t consistent. Sometimes it shows and sometimes it doesn’t. and every time …

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## [How can I remove Noisy reflection after turning on ray tracing in project settings](https://forums.unrealengine.com/t/how-can-i-remove-noisy-reflection-after-turning-on-ray-tracing-in-project-settings/482616)

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**Author:** [@Peter.Marsi](https://forums.unrealengine.com/u/Peter.Marsi)\
**Replies:** 2\
**Last updated:** [November 24, 2022, 12:25pm UTC](https://forums.unrealengine.com/t/how-can-i-remove-noisy-reflection-after-turning-on-ray-tracing-in-project-settings/482616 "2022-11-24T12:25:24Z")

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Hey guys, I was trying to test the GPU light mass in 4.26 preview but as soon as I turned on ray tracing and a few other settings required for this to work from the project settings noise as this appears on reflective su…

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## [Lumen Feedback / Wish List / from a Lighting Artist](https://forums.unrealengine.com/t/lumen-feedback-wish-list-from-a-lighting-artist/636688)

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**Author:** [@BC78](https://forums.unrealengine.com/u/BC78)\
**Replies:** 2\
**Last updated:** [September 4, 2022, 4:51pm UTC](https://forums.unrealengine.com/t/lumen-feedback-wish-list-from-a-lighting-artist/636688 "2022-09-04T16:51:12Z")

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I’ve been working in UE5 for a few months now, and overall I’m absolutely blown away by Lumen. After dealing with bake management for over a decade… the quality of life improvement is game changing. Real-time iteration a…

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## [Rendering & Samples for animation (flicker free)](https://forums.unrealengine.com/t/rendering-samples-for-animation-flicker-free/597778)

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**Author:** [@BernhardRieder](https://forums.unrealengine.com/u/BernhardRieder)\
**Replies:** 0\
**Last updated:** [July 5, 2022, 6:28pm UTC](https://forums.unrealengine.com/t/rendering-samples-for-animation-flicker-free/597778 "2022-07-05T18:28:21Z")

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What console commands can we use to control the GI Samples for Lumen? Any tutorials on that to avoid flickering for animation, etc. thank you so much!

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## [What does a "Rendering Engineer" do?](https://forums.unrealengine.com/t/what-does-a-rendering-engineer-do/589375)

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**Author:** [@MondRubberduck](https://forums.unrealengine.com/u/MondRubberduck)\
**Replies:** 0\
**Last updated:** [June 24, 2022, 12:22pm UTC](https://forums.unrealengine.com/t/what-does-a-rendering-engineer-do/589375 "2022-06-24T12:22:00Z")

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I see more and more jobs pop up on my LinkedIn looking for Rendering Engineers. I was wondering, what a rendering engineer actually does? They talk about code optimization and all of that… Is it just adjusting passes?

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## [Portable way to change render pipeline?](https://forums.unrealengine.com/t/portable-way-to-change-render-pipeline/317678)

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**Author:** [@anonymous\_user\_4703d82c](https://forums.unrealengine.com/u/anonymous_user_4703d82c)\
**Replies:** 3\
**Last updated:** [June 10, 2022, 3:29am UTC](https://forums.unrealengine.com/t/portable-way-to-change-render-pipeline/317678 "2022-06-10T03:29:13Z")

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In the project I’m working on, I’m simulating light from a window using a decal actor since for performance reasons we’re avoiding using actual light actors. I had to make some changes to the way decals are rendered by t…

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## [Solution for translucent depth](https://forums.unrealengine.com/t/solution-for-translucent-depth/316782)

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**Author:** [@KillerPenguin](https://forums.unrealengine.com/u/KillerPenguin)\
**Replies:** 2\
**Last updated:** [March 7, 2022, 8:34am UTC](https://forums.unrealengine.com/t/solution-for-translucent-depth/316782 "2022-03-07T08:34:15Z")

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As many of users would have known, Unreal4 has a serious issue when dealing with sorting order of any translucent materials. I understand how deferred rendering prevent Unreal from being able to render them correctly. Ho…

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## [Where to modifying shadows with GBuffer?](https://forums.unrealengine.com/t/where-to-modifying-shadows-with-gbuffer/498198)

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**Author:** [@Elias\_Kremer](https://forums.unrealengine.com/u/Elias_Kremer)\
**Replies:** 1\
**Last updated:** [February 16, 2022, 7:49am UTC](https://forums.unrealengine.com/t/where-to-modifying-shadows-with-gbuffer/498198 "2022-02-16T07:49:00Z")

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Hello :slight\_smile: I am currently working on a custom shading model and want to modify the shadows on an object. The model itself is already working. GBuffer-data comes in through CustomDataPins, but I am searching f…

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## [How to render two Camera's simultaneously, within sequencer?](https://forums.unrealengine.com/t/how-to-render-two-cameras-simultaneously-within-sequencer/477747)

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**Author:** [@Usman.Iqbal](https://forums.unrealengine.com/u/Usman.Iqbal)\
**Replies:** 0\
**Last updated:** [January 25, 2021, 9:55am UTC](https://forums.unrealengine.com/t/how-to-render-two-cameras-simultaneously-within-sequencer/477747 "2021-01-25T09:55:29Z")

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Hello everyone, Is there a method to render two camera’s simultaneously(at the same time) in the sequencer? Regards, Ali Ahmed, Technical Artist

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## [\[UE-67487\] Menu Lag on Linux](https://forums.unrealengine.com/t/ue-67487-menu-lag-on-linux/465647)

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**Author:** [@MikeSeese](https://forums.unrealengine.com/u/MikeSeese)\
**Replies:** 3\
**Last updated:** [November 9, 2020, 9:59pm UTC](https://forums.unrealengine.com/t/ue-67487-menu-lag-on-linux/465647 "2020-11-09T21:59:42Z")

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Hello! I’m trying to resolve UE-67487 (at least in a hacky, works on my machine, way), and I just had some questions about the approach I’m taking. I’ve tracked down the large computation time of opening a menu is root…

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## [rendering keeps crashing even on new cinematic rendering system](https://forums.unrealengine.com/t/rendering-keeps-crashing-even-on-new-cinematic-rendering-system/470556)

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**Author:** [@Arcane](https://forums.unrealengine.com/u/Arcane)\
**Replies:** 0\
**Last updated:** [August 30, 2020, 3:58pm UTC](https://forums.unrealengine.com/t/rendering-keeps-crashing-even-on-new-cinematic-rendering-system/470556 "2020-08-30T15:58:02Z")

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Unexpected size in FMoviePipelineSurfaceReader::CopyReadbackTexture\_RenderThread. Can’t see any other error / Rendering pretty high size 6300x1100 link text

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## [Render UE4 graphics into another game](https://forums.unrealengine.com/t/render-ue4-graphics-into-another-game/467502)

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**Author:** [@anonymous\_user\_8065baef](https://forums.unrealengine.com/u/anonymous_user_8065baef)\
**Replies:** 2\
**Last updated:** [July 1, 2020, 1:52pm UTC](https://forums.unrealengine.com/t/render-ue4-graphics-into-another-game/467502 "2020-07-01T13:52:37Z")

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Hello, I have created a simple game which uses my custom LineBatchComponent to draw two lines(I am attaching screenshot in order to check it) Now, I want these two lines to be rendered into another game which is run…

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## [Render UE4 graphics into another game](https://forums.unrealengine.com/t/render-ue4-graphics-into-another-game/467493)

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**Author:** [@anonymous\_user\_8065baef](https://forums.unrealengine.com/u/anonymous_user_8065baef)\
**Replies:** 0\
**Last updated:** [July 1, 2020, 7:29am UTC](https://forums.unrealengine.com/t/render-ue4-graphics-into-another-game/467493 "2020-07-01T07:29:06Z")

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Hello, I have created a simple game which uses my custom LineBatchComponent to draw two lines(I am attaching screenshot in order to check it) Now, I want these two lines to be rendered into another game which is run…

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## [DX12 Draw call performance](https://forums.unrealengine.com/t/dx12-draw-call-performance/461064)

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**Author:** [@DethNinja](https://forums.unrealengine.com/u/DethNinja)\
**Replies:** 0\
**Last updated:** [January 29, 2020, 4:28pm UTC](https://forums.unrealengine.com/t/dx12-draw-call-performance/461064 "2020-01-29T16:28:19Z")

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Hello, I’m currently building a game which requires around 7000 draw calls on average. It is not polygon intensive but it will be draw call intensive due to character customization. I can reduce draw calls by building …

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## [Low Poly Shading?](https://forums.unrealengine.com/t/low-poly-shading/313052)

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**Author:** [@SirKlu](https://forums.unrealengine.com/u/SirKlu)\
**Replies:** 5\
**Last updated:** [July 18, 2019, 3:07am UTC](https://forums.unrealengine.com/t/low-poly-shading/313052 "2019-07-18T03:07:02Z")

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I want a good low poly shading, for example, nintendo models are very low poly, but they don’t look low poly in-game. There’s a way to make that on unreal? Here’s a pic of my problem: Maybe a shader? Thanks you …

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## [Is there any way to access whole scene data](https://forums.unrealengine.com/t/is-there-any-way-to-access-whole-scene-data/444389)

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**Author:** [@GGzBOY](https://forums.unrealengine.com/u/GGzBOY)\
**Replies:** 0\
**Last updated:** [March 1, 2019, 12:06pm UTC](https://forums.unrealengine.com/t/is-there-any-way-to-access-whole-scene-data/444389 "2019-03-01T12:06:15Z")

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I want to put the scene.(mostly model and texture) to the optix for rendering, but I seems that only way to do that is modifie the source code. Can anyone tell me how to access these data.Thanks

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## [Render with alpha broken in 4.21 ???](https://forums.unrealengine.com/t/render-with-alpha-broken-in-4-21/437528)

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**Author:** [@Arcane](https://forums.unrealengine.com/u/Arcane)\
**Replies:** 5\
**Last updated:** [February 22, 2019, 8:28pm UTC](https://forums.unrealengine.com/t/render-with-alpha-broken-in-4-21/437528 "2019-02-22T20:28:11Z")

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I know I have rendered with an alpha channel before but that was like 4.17 now i cannot seem to get it to work. opacity does not render the alpha , sep translucency alpha isnt it - How is it not available to render out…

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## [Framerate and FreezeRendering](https://forums.unrealengine.com/t/framerate-and-freezerendering/409779)

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**Author:** [@anonymous\_user\_d973a2dd](https://forums.unrealengine.com/u/anonymous_user_d973a2dd)\
**Replies:** 2\
**Last updated:** [October 10, 2018, 9:17am UTC](https://forums.unrealengine.com/t/framerate-and-freezerendering/409779 "2018-10-10T09:17:17Z")

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Hi, i’m working on a vr (htc vive) project and we’re at the optimization state. We’ve noticed that in our scene, looking from a specific location to a specific direction our framerate drop almost instantly from 90 to 45…

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## [Instanced static mesh rendering vs static batching ? How do the engine handle it?](https://forums.unrealengine.com/t/instanced-static-mesh-rendering-vs-static-batching-how-do-the-engine-handle-it/409722)

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**Author:** [@anonymous\_user\_ffa16c13](https://forums.unrealengine.com/u/anonymous_user_ffa16c13)\
**Replies:** 0\
**Last updated:** [November 15, 2017, 9:00pm UTC](https://forums.unrealengine.com/t/instanced-static-mesh-rendering-vs-static-batching-how-do-the-engine-handle-it/409722 "2017-11-15T21:00:57Z")

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Hi ! I’d be curious to know more about how the engine handle and render instanced static meshes (e.g. for foliage, maybe particles ?). If anyone has knowledge about it, I think it could improve assets and material setup…

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## [What is HZBsetupMips, how to reduce it?](https://forums.unrealengine.com/t/what-is-hzbsetupmips-how-to-reduce-it/399722)

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**Author:** [@anonymous\_user\_81a6091a](https://forums.unrealengine.com/u/anonymous_user_81a6091a)\
**Replies:** 1\
**Last updated:** [August 1, 2017, 9:39am UTC](https://forums.unrealengine.com/t/what-is-hzbsetupmips-how-to-reduce-it/399722 "2017-08-01T09:39:38Z")

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hello to all, Anybody can advise on how to reduce HZBsetupMips ? thanks for helping

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