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Unreal Decoder

Start with what you see or what you need to build. Each guide narrows the likely answer, puts the first checks in order, and links to the Epic documentation behind it.

Guides
33
Verified for
UE 5.8
Documentation checked 2026-08-11
ArtifactTemporal Rendering

TSR Ghosting

Trace afterimages and trails back to TSR inputs, velocity, translucency, or history rejection.

ArtifactTemporal Rendering

TSR Flicker and Moire

Separate temporal reconstruction limits from unstable geometry, lighting, and frame-rate-dependent effects.

ArtifactTemporal Rendering

WPO Smearing

Correct previous-frame World Position Offset so TSR and motion blur receive usable velocity.

ArtifactTemporal Rendering

Translucent Temporal Ghosting

Balance translucent depth and velocity output against the opaque scene behind the effect.

ArtifactLumen

Lumen Surface Cache Gap

Find missing Lumen Card coverage that blocks bounced light and produces black reflection regions.

ArtifactLumen

Lumen Enclosed-Space Light Leak

Check trace distance, wall thickness, mesh scale, and distance-field representation in sealed spaces.

ArtifactLumen

Lumen Emissive Instability

Stabilize small bright emissive sources that are culled or undersampled by Lumen.

ArtifactReflections

Screen-Space Reflection Edge Leaking

Recognize reflection cutoffs caused by missing off-screen scene data.

ArtifactNanite

Nanite Fallback Mesh Mismatch

Compare the visible Nanite mesh with the coarse geometry used by other engine systems and platforms.

ArtifactShadows

Virtual Shadow Map Page-Pool Overflow

Confirm physical page exhaustion before changing shadow resolution, light count, or GPU memory allocation.

ArtifactShadows

Shadow Terminator

Fix the mismatch between low-poly geometry and smooth shading normals before applying global shadow bias.

ArtifactShadows

Virtual Shadow Map Projective Aliasing

Identify shallow light angles and oversized local lights that exhaust projected shadow resolution.

ArtifactTextures

Texture Streaming Undersampling

Distinguish a real memory shortage from stale streaming data, bad scale estimates, and slow mip requests.

ArtifactBaked Lighting

Lightmap Seam and Bleed

Check the assigned lightmap channel, chart padding, UV coverage, and effective lightmap resolution.

ArtifactPost Processing

Auto-Exposure Pumping

Stabilize exposure metering when bright and dark objects enter or leave the camera view.

System choiceData

Data Table or Data Asset?

Choose between a table of uniform rows and individual assets with their own data definitions.

System choiceData

Data Asset or Primary Data Asset?

Decide whether a data asset needs direct discovery and loading through the Asset Manager.

System choiceData

Hard or Soft Asset Reference?

Control whether an asset loads with its owner or stays as an unloaded path until requested.

System choiceGameplay

Tick, Timer, Timeline, or Event?

Pick the update mechanism that matches how often the work needs to run and what drives it.

System choiceBlueprint

Blueprint Function or Macro?

Choose a normal callable function or a graph that expands into each call site.

System choiceBlueprint

Level Blueprint or Blueprint Class?

Separate one map orchestration from reusable behavior that belongs to an object type.

System choiceBlueprint

Direct Reference, Cast, Interface, or Event Dispatcher?

Pick the Blueprint communication method that matches the relationship between sender and receiver.

System choiceArchitecture

Actor, UObject, or Actor Component?

Match a gameplay type to its world presence, ownership, and lifecycle.

System choiceArchitecture

Function Library, Subsystem, or Component?

Place shared functionality according to whether it is stateless, globally managed, or owned by each Actor.

System choiceArchitecture

Which Subsystem Lifetime?

Choose the narrowest automatic lifetime that owns the service and its state.

System choiceFramework

Game Mode, Game State, Player State, or Game Instance?

Put gameplay state in the framework class whose lifetime, authority, and replication match it.

System choiceFramework

SaveGame or Game Instance?

Separate temporary cross-map state from data that must survive closing the game.

System choiceUI

UMG, CommonUI, or Slate?

Choose a UI layer based on visual authoring, cross-platform input needs, and native tooling requirements.

System choiceInput

Enhanced Input or Legacy Input?

Choose the current asset-based input system or retain UE4-style mappings during migration.

System choiceGameplay

Gameplay Tag, Enum, Name, or Boolean?

Represent state with the smallest type that preserves its valid combinations and query needs.

System choiceNetworking

Replicated Property, RepNotify, or RPC?

Choose durable replicated state or a transient call across the network.

System choiceWorld Building

World Partition or Manual Level Streaming?

Choose automatic spatial streaming or explicit loading of separate level packages.

System choiceWorld Building

Level Instance, Packed Level Blueprint, or Blueprint Actor?

Package a reusable world assembly according to how it is edited, rendered, and controlled at runtime.

33 of 33 guides

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