Excluding object from Motion Blurr

It’s a really strange choice, and I don’t understand why they’re picking Temporal AA as their hill to die on. On the flip-side, I think this would be a very easy engine change to implement in C++. If you aren’t already building the engine from source, do so, and start to familiarize yourself with how the base engine classes work. A lot of the time an insanely frustrating blueprint bug can be diagnosed in minutes just by looking at the C++ code of the Actor you’re interacting with.

Many base classes were developed by community members, or Epic Games staffers who have since left the company. They are often not designed ideally, rarely updated, and will sometimes break convention in ways that cause extremely unusual behavior. I just recently learned that calling SetThrottle on a WheeledVehicle from the Server will always fail. The class was hard coded to only update inputs from the client to the server, not the other way around. Most of these things are easy fixes though, in that case a child class and a function override were enough to solve the problem, at least on a functional level.

If you aren’t already familiar with C++ look into it, under the hood C++ and blueprint functions are the same thing. It will be invaluable to your future projects.

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