Unreal lighting issues when switching cameras on single workstation

Hello there,

We run a single workstation setup on 2025.3.0 and Unreal for Aximmetry 5.6.1 with tracked and virtual cameras in the Mixed 3+3 Unreal Compound. TRX 50/Threadripper with a 4090 and Decklink cards. CPU, GPU and RAM comfortably in the green. No Virtuals allowed, no shadow or AO rendering, Light Wrap off, Clean Plates set.

When switching from a T CAM to a V CAM there are some weird issues with the lighting in the Unreal scene as shown in the video. It is very noticeable at 0:08 when going from the close up in the T CAM to the wide angle in the V CAM. If you advance this transition (which should be a clean, hard cut) frame by frame you can see the lights in the lower background being rendered with some weird artifacts. It does not happen if I set up the same shot on the two T CAMs and cut between them.

We have had similar issues in the past with other Unreal sets, it just wasn´t as noticable in the final production. Our Unreal designers have a really hard time pinpointing the root cause, so maybe you can point us in the right direction here?

https://harmonicsound.wetransfer.com/downloads/3a326e6f531486ae4d879ec15eb25d8920251203084849/7a13b1a59bdda5a0d5071f592e8efb7b20251203084920/4218a2 



   Stefan Reck

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