Hi. What I’m trying to do is that I’m trying to render my video using “Movie Render Queue”, because I want my video to be transparent. It works, but there are problems with the flipbook images. Whenever they appear or change, they initially appear blurry/distorted before returning to normal after a while, but I don’t want it to look like that in the final render. This was not a problem with normal video rendering, as there was an option to select “Delay Every Frame”, which is not available in “Movie Render Queue”. However, there are a “Spatial/Temporal Sample Count” settings in the Anti-Aliasing menu, but this removes the transparency of the images. Changing the Anti-Aliasing setting any other than “TemporalAA” fixes the problem, but everything looks too sharp-edged. Normally I use “TemporalAA” Which looks good in the project otherwise, but if I keep this on, the flipbook will cause the problem. Is there way to do something for that weird blur effect? The smaller the sprite appears on the screen (if it is small, or you are far enough away from it), the more clearly you can see that blur.
Enable mipmapping for the images.
Do you mean “Mip Gen Settings” under “Level of Detail”? I have “NoMipmaps” selected, but UE4 won’t let me change it to anything else
Older versions of Unreal (I think pre 5.1) only support mipmapping for power of two textures, i.e 2x2, 4x4, 16 x 16 and so on.
Okay. I tested with other textures, which were 512x512. I tried different options, but none of them fixed it.
Temporal AA is basically a way to get higher sample count for anti-aliasing (dealing with jagged edges and shimmering) but it samples from previous frames which causes artifacts like that blur / ghosting you see in the image.
The jagged edges on the textures usually has to do with the textures being too high of a resolution for how much space they are taking on the screen, to solve that part you can use mipmapping. I assume the images are just flat textures. It could also be that the source texture itself has some issues which the TAA could fix.