UE 5.2.0
That’s very interesting. Your project works on my system.
Migrating your material to my project still failed. I deleted all unnecessary folders and let it rebuild everything. Still no joy.
So, I created a brand new project from Third Person. Everything exactly like you did (except I increased the radius to 100 as 50 didn’t seem to appear).
Still offset.
This is a puzzler. Was there something that you changed, you did different, to get the result? Attached is a link to the brand new project that produced this result. I would be overjoyed if it is something trivial that I overlooked.
I’m assuming it’s going to be one of the many many tickboxes to do with character and camera rotation…
Okay, one thing I have found is that the Y position is not in line with the character, it’s stage right (pawn right, negative Y).
So now I’m curious, Shunitzo, how you arrived at that since the TP template has the camera on the same Y axis as the character?
This may account for your correct(ed) behavior.
Your Camera position:
Third Person Template camera position:
This might explain the discrepancy.
EDIT: Nope on that theory. Moving the camera doesn’t change the location. I fear it’s down to checking all the freaking toggles.
Im still looking at your project. It’s not offset. For some reason it is not world space, it is screen space?
By “not offset”, you mean it appears under the character?
I did notice you have a Y offset for the boom socket of 500 whereas mine is 0. Changing the TP template to be the same just makes it worse. So no joy on that.
Changing was just to show you mine works fine at any distance.
That is offset, my bad. Step back…
As I thought
Found it. Did you change defaults?
Yeah, the camera and spring arm are now both the same (Apples to Apples) and your’s still works.
Did you start with the Third Person Template? Or add it in to the First Person template?
New Third Person Template.
Your problem is defaults, not sure witch ones.
Replace folder “Config” with my defaults:
DefaultEngine.ini (7.2 KB)
DefaultGame.ini (246 Bytes)
DefaultInput.ini (9.0 KB)
DefaultEditor.ini (251 Bytes)
DefaultEditorPerProjectUserSettings.ini (70 Bytes)
Don’t forget to create backup
I’m guessing DefaultEngine.ini — you have literally about 100 differences some which may or may not be important (I’m hoping I can skip the r.Mobile.xxxx ones as I’m not targeting mobil devices). That still leaves a lot of variables.
DefaultGame.ini looks the same.
DefaultInput is exactly the same.
DefaultEditor is exactly the same.
DefaultEditorPerProjectUserSettings is the same.
This may take more time than just using a sphere! But if I can get it working, it will make this project FX look grand.
If this ends up being a time sink, I’ll revert back to the sphere. It’s viable, just not what I want.
Did it work with my defaults?
I don’t remember that I made any changes to my defaults. I don’t use UE5 that much, mostly UE4. So my defaults are brand new “from the box”.
Yes, it worked with your defaults. I commented out the mobile settings and am about to embark on commenting others.
Well, in UE5 these are the settings for a TP project. You have about a hundred more settings. I suspect if you take this, go into your DefaultEngine.ini you will have the same issue that we saw.
[/Script/Engine.RendererSettings]
r.ReflectionMethod=1
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.Lumen.TraceMeshSDFs=0
r.Shadow.Virtual.Enable=1
r.Mobile.EnableNoPrecomputedLightingCSMShader=1
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true
Thanks. Once I find the settings that make this work, I’ll post them here. ATM, I’m not comfortable with just tossing in the kitchen sink — I’d like to be slightly more judicious in case there are unintended consequences.
Add r.AntiAliasingMethod=0 to [/Script/Engine.RendererSettings]
This is missing property.
The problem is that if you set r.AntiAliasingMethod to anything but 0 or 1, it will display PP offset.
This is disappointing as it means I can have no anti-aliasing or FXAA.
Anything else messes up the post-process and creates and unwanted offset.
So, the downside is that I have to use FXAA unless I use a sphere (which I had resigned myself to).
This is a serious bug.
EDIT: Just compared the various Anti-aliasing, and we can’t suffer FXAA for one effect. It’s not worth it in the long run. The jaggies are obvious on a 5K screen — they’d be just ugly on a 1080p display.
MSAA works too
And TAA with Temporal Upsampling set to false
Only TSR I haven’t been able to make work
Turning off Temporal Upsampling kind of defeats the purpose.
With the bare minimum as provided with the Third Person I could not get anything other than none or FXAA to work.
This is what I reported for 5.2 and the Third Person template.
Well, after screwing around with this I dug back into the post process material to see if there was already a fix for this… there is.
By default in the Post Process Material, Blendable Location is set to After Tonemapping
which, to be honest, I’ve never played with before. Funny thing, changing this to Before Tonemapping
fixes the issue.
The documentation says,
Before Tonemapping: PostProcessInput0 provides the scene color with all lighting in HDR. Use this to fix issues with temporal antialiasing and GBuffer lookups e.g. depth, normals.
Long story short, it appears to adjust things with temporal antialiasing and works with everything from no anti-aliasing to TSR.
I’m going to adjust this as the solution since apparently Epic knew what they were doing and I did not
See below, with TSR
Glad to know that you resolved your problem.
Oddly, it was reading another peripheral discussion about Post Processing materials that got me thinking about this.
“I wonder if this problem has already been solved” I thought. So, I went back and dug through the esoteric options of Post Processing materials that I really hadn’t thought too much about.
Boom, there it was in the documentation (well, not so you could EXPLICITLY tell, a lot of reading between the lines there).
But, yes, a lot of rejoicing here.
EDIT: Always nice to be able to clear something off the kanban board.