coming from this thread: https://forums.unrealengine.com/deve…ch-not-working but by now it’s better to make a new one.
I tried this on 4.24 and earlier with no luck. I’m on 4.25 now and I still can’t output velocity from WPO on static objects, namely foliage. without this I can’t fix the TAA smearing on my foliage.
on 4.25 the material option “Support accurate velocities from Vertex Deformation” was removed, so now only the r.BasePassOutputsVelocity project setting remains (though it was renamed from “Accurate velocities from Vertex Deformation” to "Output velocities during base pass)
enabling/disabling this project setting has zero impact on the output velocities from my static foliage WPO animation
a new project setting “Output velocities due to vertex deformation” was added which controls r.VertexDeformationOutputsVelocity
enabling/disabling this project setting also has zero impact on the output velocities from my static foliage WPO animation, which seems expected because the code specifically checks for movable objects for this to work
**TL;DR **- how do I fix the TAA smearing on my static Foliage and LandscapeGrass, caused by WPO animation?