a simple way is to store the location of StaticMesh in a queue; then u can render multiple meshes with different transparency, for skeletal mesh its a little bit different u need to store each bone transform too.
This would work if I was moving a mesh in 3D space but will that work with a video file too?
I managed to accomplish the effect by taking a video, making multiple copies of the video and offsetting the starting time. It feels really brutal and unnecessarily performance heavy. I’m trying to find another way.
Simply playing with an offset isn’t what I need.
I need to freeze a frame every say, 1 second for .5 secs that’s .2 secs behind the current frame at the time I freeze the frame.
EX:
Play time is 2 secs.
Freeze at 1.8 for .5 secs
Freeze at 2.8 for .5 then 3.8 for .5, etc etc etc etc.
I am also desperately trying to achieve this effect (also in VR). Im going to try UPO33’s suggestion when I get home, it would be really great if there’s away to do this. Seemed like a common, simple effect until i tried to learn to do it
Thanks, not quite what im looking for personally (though i did buy it cause it will be useful), because its leaving trails in 3d space; if you look away, the effect isn’t still leaving a lasting image over your FOV. What I need (and probably the OP) is a 2d texture effect
I think what I really need is a way to take SceneTexture and blend it with a 1 frame delayed (and slightly faded to black) version of itself, and repeat this on a loop.