Background and Foreground intense blur with Cinematic camera for gameplay?

Hi there!

I’m trying to add just a simple strong blur to the background and maybe foreground too for my local coop platformer, however with the regular camera, there are visual glitches and errors with blur on both screens, so I’ve switched to a cinematic camera in the character BP instead! (just to see if it works!)

However, I’m not sure how to add any blur with this seeing as the settings are different, any help would be greatly appreciated!!

(the left side is with the new cinematic camera I’m trying to swap it for! If it works, I’ll swap both!)

This is the glitch I’m having when using the regular camera blur settings with splitscreen, a fix to this instead would also work instead of the cine camera blur!:sob: :folded_hands:

With a CineCameraComponent the blur comes from the camera’s lens settings, so the regular Post Process “Depth of Field” sliders aren’t the main control.

  1. On the Cine Camera component set Current Aperture low (f/1.2 to f/2.8 gives strong blur). A higher f-stop means less blur.
  2. Under Focus Settings set Focus Method = Manual and Manual Focus Distance to the distance (in cm) from the camera to your player. For a side-scroller that’s constant, so just type it in. Or use Tracking and point it at the character.
  3. Use a longer Focal Length (50-85 mm); it increases background blur too.
  4. Foreground blur happens automatically for things closer than the focus distance. Make sure a Post Process Volume isn’t overriding DoF.

For the splitscreen glitch, try these console commands to narrow it down: r.DepthOfFieldQuality 0 vs 4, and r.AntiAliasingMethod 1 (FXAA) vs 4 (TSR). If the flicker disappears with FXAA or lower DoF quality, it’s a temporal-history issue with multiple views, and you can pick whichever setting suits you. I haven’t verified this against your exact splitscreen setup, so treat that part as a debugging step.

hi there! Thanks so much! The r.DepthOfFieldQuality 0 makes it complexly go away, however it does remove the blur completely- any other number it comes back-

and the r.AntiAliasingMethod 4 also fixes it, however it makes the sprites ‘ghost’ and go all blurry and low quality?

It seems maybe there might just not be a way to have both splitscreen and background blur :sob: :folded_hands:

Here’s a video to show the effects of both!