Black screen in unreal scenes in 2025.3 (with AMD card.)

Hi Eifert,

I've recently upgraded various machines to 2025.3 (Studio & Broadcast licenses) and strangely, on one of them, the image in composer is black when using unreal scenes now.

My hunch is that it's a driver issue with the Radeon RX6000 graphics card, but drivers seem up to date (Adrenaline 25.10.2)

Symptoms :

- No error message regarding Unreal project.

- Unreal Editor for Aximmetry works on its own.

- When using sync mode, the scene is updated in Unreal (still black in Composer) so there are connections, just no image.

- The same scene opens and renders without issues on the other machines (Nvidia 3080 Ti and 4090).

- Composer renders native 3D scenes fine.

- Uninstalling and reinstalling didn't fix it.

Any idea what could cause the black screen in the new version ?

Thanks for your help.

Eric

   ericmarodon

Comments

Eifert@Aximmetry
  -  

Hi Eric,

Based on your description, this sounds like a GPU-related issue. To diagnose further, you can try the following troubleshooting steps:

1. Test Set Aximmetry Video blueprint node
Try using the Set Aximmetry Video node, as this may provide additional clues about the problem, depending on whether it works or not. For more information on the Set Aximmetry Video, see the Video from Unreal paragraph here: https://aximmetry.com/learn/virtual-production-workflow/obtaining-graphics-and-virtual-assets/creating-content-in-unreal-editor/additional-control-with-blueprints/#passing-data-from-unreal-to-aximmetry 

2. Check Unreal Engine RHI and Related Settings
On some AMD drivers, using DirectX 12 (DX12) with texture sharing can cause Unreal outputs to appear black.
In your Unreal project, follow these steps:

Open Unreal Project Settings,  Edit → Project Settings.
Go to Platforms → Windows.
Under Default RHI, set it to DirectX 11 (DX11), or make sure DX12 is unchecked so that DX11 will be used.
Disable “Support Compute Skin Cache” as well as any “Experimental DX12” features if they are enabled.
Restart both Unreal Editor and Aximmetry Composer, and then test again.

3. Change the Unreal Render Target Format
If you have customized the pixel format from 8-bit in Unreal, try reverting it to 8-bit for compatibility:

Open Edit → Project Settings.
Search for the Frame Buffer Pixel Format setting.
Change the setting from a 16-bit float or 10-bit format back to the standard 8-bit format.
Save your changes, restart Unreal Editor and Aximmetry Composer, and test again.

Warmest regards,

ericmarodon
  -  

Thanks, I'll try all that and report back if this works.

ericmarodon
  -  

Thanks Eifert, setting the Unreal Engine RHI to DirectX 11 worked, I do have a picture in composer now.

But obviously, at the cost of all the features of SM6 (like Raytracing and Virtual shadow maps apparently).

It's a workaround for those who wonder, but not an ideal one.

There were no issues in the previous version though, I hope there'll be a fix for that in the next.


Eifert@Aximmetry
  -  

Hi Eric,

Were you using the Unreal Render Target Format set to 8-bit in the Project Settings? If not, you might want to try setting it to the 8-bit format, as this may work with DirectX 12.

Please note that we do not fully support AMD graphics cards for various reasons. You can find more information here: https://aximmetry.com/learn/virtual-production-workflow/supported-hardware/pc/supported-gpus/#what-gpu-do-you-recommend-for-aximmetry 

Warmest regards,

ericmarodon
  -  

I haven't tried all the possible combinations once I found the main culprit was DX12 in the new version.

I did try setting the frame buffer to 8 bit but I can't remember if that was after or before changing the RHI to DX11. I'll try that as well.

Thanks,

Eric