Flickering can occur on translucent materials, usually in the distance when there is at least one directional light and when using VSM. Flickering seems highly dependent on framerate and timing.
Limiting the framerate with t.MaxFPS or turning off TLV batching usually seems to make the flickering stop (r.TranslucencyLightingVolume.Batch 0)
This flickering issue doesn’t appear to be the same issue as the kind of flickering that can occur with meshes that intersect the edge of the TLV.
r.OneFrameThreadLag 0 will kill it. And the render frame has to struggle (lag) for it to occur.
r.rdg.asyncCompute 0 might stop it, but only because the lag shifts a bit. You will still be able to get it with asyncCompute 0, but it just might be harder to reproduce.
Expected
No flickering occurs
Actual
Sometimes, at high framerates, the translucent material flickers
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-385375 in the post.
| 16 |
| Component | UE - Rendering - Graphics Features |
|---|---|
| Affects Versions | 5.5, 5.6, 5.7, 5.8 |
| Created | Jun 23, 2026 |
|---|---|
| Updated | Jul 13, 2026 |