I’m having a bizarre issue where my UI vanishes under two circumstances.
- When moving the game view window in editor while in play mode
- When the game loads in build.
The UI is still there, it’s active it does stuff, but it just doesn’t render. Chaning certain scaling factors or switching from STP fixes the issue.
turning off STP fixed it in editor and in build.
I’m currently trying to reproduce the issue in isolation, but I’m wondering if anyone else has had this UI vanishing issue?
EDIT:
Okay it might be motion blur? Looking at the frame debugger, right after StpTAA is RG_motionblur and that stage the UI vanishes…
EDIT2: No it’s deffinitely after StpTAA, regular TAA can cause this too…
EDIT3: Turning CAS to zero in the TAA settings seems help?
Okay so it seems what’s happening is the draw UI pass is simply not rendering sometimes when STP/TAA/FSR are active. Not always but usually.


Is this a render graph error?
EDIT4: Okay it seems this might be related to the different ways UI is processed.
if (shouldRenderUI && !outputToHDR)
{
TextureHandle depthBuffer = resourceData.backBufferDepth;
TextureHandle target = resourceData.backBufferColor;
if (resolveToDebugScreen)
{
debugHandlerColorTarget = target;
target = resourceData.debugScreenColor;
depthBuffer = resourceData.debugScreenDepth;
}
m_DrawOverlayUIPass.RenderOverlay(renderGraph, frameData, in target, in depthBuffer);
}
vs
if (shouldRenderUI && outputToHDR)
{
TextureHandle overlayUI;
m_DrawOffscreenUIPass.RenderOffscreen(renderGraph, frameData, cameraDepthAttachmentFormat, out overlayUI);
resourceData.overlayUITexture = overlayUI;
}
The latter seems to run, and I can see it executing the pass, but it doesn’t show in the render graph viewer ![]()
EDIT 5:
Okay so I can reasonably say part of the issue is HDR? Something about HDR and STP cause the UI to vanish?
Bug reported with reproduction (IN-86335), I will report an oddity in the render graph thread.
