Troubleshooting

Common issues and their solutions

Common Issues & Solutions

Effect Not Visible

Problem:

Material instance is added but no visual effect appears.

Solutions:

  • Check Post Process Volume: Ensure it's set to "Unbound" or you're inside its bounds
  • Verify Blendables: Confirm material instance is in the Blendables array
  • Check Intensity: Parameter might be set to 0 or very low value
  • Material Domain: Ensure material domain is "Post Process"
  • Blend Weight: Check the blend weight is set to 1.0

Performance Issues

Problem:

Frame rate drops significantly when effects are active.

Solutions:

  • Reduce Effect Count: Too many simultaneous effects
  • Lower Quality Settings: Reduce sample counts in material parameters
  • Check Overdraw: Multiple translucent effects can stack badly
  • Simplify Complexity: Some effects are more expensive than others
  • Profile GPU: Use Unreal's GPU profiler to identify bottlenecks
  • LOD System: Disable effects when far from camera

Effect Looks Different in Packaged Build

Problem:

Effects look correct in editor but different in packaged game.

Solutions:

  • Check Project Settings: Post-process quality settings in scalability
  • Shader Model: Ensure target platform supports required shader model
  • Mobile Rendering: Some effects need mobile-specific versions
  • Texture Streaming: Verify textures aren't being downsampled
  • Compile Shaders: Ensure all shaders compiled during packaging

Localization Not Working

Problem:

Effect doesn't localize to specific objects despite correct setup.

Solutions:

  • Custom Depth Enabled: Verify "Render CustomDepth Pass" is checked
  • Stencil Values Match: Actor's stencil value matches material parameter
  • Visualization Mode: Enable "Custom Depth" view mode to debug
  • Include/Exclude Mode: Check if mode is set correctly
  • Post-Process Priority: Ensure effect has correct rendering order

Runtime Parameter Changes Not Working

Problem:

Changing parameters via Blueprint doesn't affect the visual.

Solutions:

  • Dynamic Material Instance: Must create dynamic instance, not use asset directly
  • Parameter Names: Ensure exact name match (case-sensitive)
  • Reference Check: Verify you're referencing the correct material instance
  • Parameter Type: Using Set Scalar for scalar, Set Vector for colors
  • Timing: Setting parameters before materials are initialized

Effects Flickering or Unstable

Problem:

Effects flicker, pop in/out, or look unstable.

Solutions:

  • Z-Fighting: Multiple post-process volumes with same priority
  • Priority Settings: Adjust post-process volume priorities
  • Temporal Anti-Aliasing: TAA can interact badly with some effects
  • Parameter Clamping: Values might be exceeding valid ranges
  • Precision Issues: Try increasing parameter precision

Niagara Effects Not Rendering

Problem:

Niagara-based effects aren't appearing.

Solutions:

  • Particle Spawning: Verify particles are actually spawning
  • Emitter Enabled: Check emitter is enabled in system
  • Render State: Ensure renderer module is present and enabled
  • Bounds: Particle system bounds might be too small
  • Material Assignment: Correct material assigned to particles

Color Looks Wrong

Problem:

Colors appear different than expected.

Solutions:

  • Color Space: Check if working in linear vs sRGB color space
  • Tone Mapping: Post-process tone mapping affects final colors
  • Exposure: Auto-exposure can change apparent colors
  • Color Grading: Other post-process effects interfering
  • Monitor Calibration: Display settings can affect perception

Memory Issues

Problem:

Running out of memory or hitting texture limits.

Solutions:

  • Texture Sizes: Some noise textures might be unnecessarily large
  • Streaming: Enable texture streaming for larger textures
  • Material Instances: Creating too many dynamic instances
  • Cleanup: Destroy unused dynamic material instances
  • Pooling: Reuse material instances instead of creating new ones

VR/AR Specific Issues

Problem:

Effects cause discomfort or don't render correctly in VR.

Solutions:

  • Reduce Intensity: VR requires more subtle effects
  • Per-Eye Rendering: Ensure effects render correctly per eye
  • Motion Sickness: Avoid screen-space distortions
  • Performance Critical: VR needs 90+ FPS, reduce effect count
  • Forward Rendering: Some effects need adjustments for forward renderer

Getting Help

Before Asking for Support:

  1. Check the example maps included with the pack
  2. Review this troubleshooting guide
  3. Search the official forums
  4. Test with a fresh, minimal project
  5. Check Unreal Engine version compatibility

When Reporting Issues:

Include:

  • Unreal Engine version
  • Art of Shader pack version
  • Platform (PC, Console, Mobile)
  • Steps to reproduce
  • Screenshots or video of the issue
  • Error messages from output log
  • Project settings that might be relevant

Support Channels:

  • Marketplace product page Q&A section
  • Official Discord server
  • Email: support@athiangames.com
  • Unreal Engine forums

Known Limitations

  • Some effects require shader model 5.0 or higher
  • Mobile platforms may need effect-specific optimizations
  • Maximum of 128 blendable materials per post-process volume
  • Custom depth stencil limited to 256 unique values
  • Heavy effects may not hit performance targets on lower-end hardware
Art Of Shader - Distortion And Glitches - Documentation | Athian Games