| Symptom | Check |
|---|---|
| Plugin content is missing | Enable the plugin, restart when requested, and enable Show Plugin Content. |
| A layer does not show | Check Enabled, layer toggle, Weight, Master Weight, a valid Post Process material, and source Strength. Wait for shader compilation. |
| A local effect is absent | Place its center/origin in your scene and use the correct world or normalized screen units. |
| Stencil has no effect | Enable the stencil pass; enable custom depth on visible meshes and match their stencil IDs. |
| Animation appears frozen | Enable realtime viewport rendering and check AnimationSpeed and recipe speed controls. |
| A source instance appears unchanged at runtime | The actor edits its own MID. Read it through GetLayerMaterial; source assets remain unchanged. |
| A runtime exhibit is not responding | Enter its viewing/overlap pocket during Play. The neutral aisle intentionally does not activate a display. |
| Image becomes expensive at high resolution | Profile active post-process passes with GPU tools; reduce stacked passes and multi-sample filters. |
Watercolor uses a 36-tap Kuwahara filter. Halation and Split Diopter use 16-tap kernels; Anamorphic uses 25 samples. Pixel Sorting sorts eight samples per block rather than complete image rows. Simple color grading is usually cheaper, but costs depend on resolution, hardware, and the selected stack.
Thermal is depth/luminance false color, not a temperature simulation. Depth tomography and scans do not expose hidden geometry. Codec Macroblocks is procedural damage, not temporal codec datamoshing. Water effects are screen-space approximations. Reduce animated damage/flicker controls where needed.
Validation targets Unreal Engine 5.7 on Windows desktop deferred rendering. Mobile, forward rendering, VR, and other engine versions are not claimed as tested. Do not assume a fixed frame rate across every scene, resolution, or combination.
Questions, bugs, and feedback
Join the UnrealAssets support server. The invitation opens the support-submissions forum. Create a separate post for your question so replies and attachments stay together.
Use Art of Shader Ultimate Post Process in the post title. Include your Unreal Engine version, plugin version, the material or preset name, the layer order and weights, the renderer settings, and short steps to reproduce the issue. Add screenshots or a short recording where helpful; remove private information from logs before posting.
You can also use the website support form.