enable motionblur on pause

Hi,
I would like to see my game with motionblur instead of sharp when paused, I found there is an motionblur on pause setting in an INI file, but i dont know how to set it up.
Thanks in advance!

EDIT: I just noticed that seems to be normal default behavior, since in the example i looked at it is the same…
I would have expected that when the pause command is set, the renderer imediately stops and the last rendered frame will be shown but it seems like it stops everything and then continues to render (with nothing moving then without motionblur of course).
would it somehow be possible to take a “snapshot” of the last rendered frame and show that instead ?
my game uses motionblur as a style element, and it looks ugly when motionblur is off, for now i just turn on depth of field when paused but it would be much nicer to have the motionblured image.
again any hints very welcome! :slight_smile:

just to be clear… somebody in chat mentioned i would have to turn it on in post processing, It is turned on and it works while playing, but when i pause it shows sharp image instead of blured. Any ideas for reasons are very appreciated.

It stops moving because it is post processing. There is nothing moving anymore, so it is not blurred.

Here is some info on rendering textures:
https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/RenderToTextureTools/index.html

Hacky solution for if the above thing does not work:
You could always have 1 frame delay where assign your camera a render texture and then render it to the screen.

I see, thank you for explanation, will try that! :slight_smile:
“It stops moving because it is post processing. There is nothing moving anymore, so it is not blurred.” yes makes perfect sense, it would still be cool to have an option to pass the velocity info of the last moving frame before paused to post processing to render motionblur even if paused.

That would require a lot of work, because the camera is still able to move around when you pause the game, so it could give a lot of weird side effects. In your case it is just easier to store the final result until you continue the game.

yes, thanks. :slight_smile:

I’m surprised that motion blur can’t keep being rendered when paused. GRID had this feature in 2008.

Mind you, I’m not very savvy with rendering techniques, so I don’t know how Unreal’s differs from Codemaster’s system

Like stated before, it is probably just a capture from the screen they took. You can set this up yourself as well in Unreal.