Hi,
I have a question about motion blurring. I implemented my own character model (replaced the Mixamo placeholder character) in my c++ first person based character.
However, now I realize that there is motion blurring if I look down on my character and I can’t remember I ever noticed it that heavy with the Mixamo character.
Here are some pictures, although if you just take a picture, it might not look that terrible. But in a video, the body would blur a lot more, almost like “flickering” or something like that.
Standing still (everything okay)
Walking (blurred heavyly)
The Post Processing settings are the default ones for Motion Blurring. Another thing I tried was to add the mesh to the Blueprint Third Person character demo, but there everything is okay (no heavy blurring or things like that).
So maybe I did something wrong in my character controller?
This is how my first person character blueprint looks like:
The camera component is assigned to the socket by code, since It is not possible in the blueprint (I don’t know why by the way).
ATLL_Character::ATLL_Character(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
// Set size for collision capsule
CapsuleComponent->InitCapsuleSize(42.f, 80.0f);
// set our turn rates for input
BaseTurnRate = 45.f;
BaseLookUpRate = 45.f;
// Create a CameraComponent
FirstPersonCameraComponent = PCIP.CreateDefaultSubobject<UCameraComponent>(this, TEXT("FirstPersonCamera"));
FirstPersonCameraComponent->AttachParent = Mesh;
FirstPersonCameraComponent->AttachTo(Mesh, TEXT("FirstPersonSocket"));
}
And then here I have the skeleton. It has a socket right in front of the head between her eyes, where the camera get’s attached to.
So, what could cause this motion blurring when walking?