# Ghosting artifacts when rendering metahuman character motion (Movie Render Queue)

**URL:** <https://forums.unrealengine.com/t/ghosting-artifacts-when-rendering-metahuman-character-motion-movie-render-queue/2675733>\
**Category:** Rendering\
**Tags:** unreal-engine, question\
**Created:** [November 17, 2025, 3:42am UTC](https://forums.unrealengine.com/t/ghosting-artifacts-when-rendering-metahuman-character-motion-movie-render-queue/2675733 "2025-11-17T03:42:40Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![nathanvillanova](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@nathanvillanova](https://forums.unrealengine.com/u/nathanvillanova)\
**Post date:** [November 17, 2025, 3:42am UTC](https://forums.unrealengine.com/t/ghosting-artifacts-when-rendering-metahuman-character-motion-movie-render-queue/2675733/1 "2025-11-17T03:42:40Z")

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I’ve been searching for a solution to this and haven’t yet found anything that solves it.

I’ve come to understand that the issue is related to anti aliasing and blur, and I have experimented with different settings to try and fix it but the problem only changes slightly.

Test 01:

_Using my standard rendering settings_

- 2560x1440

- .exr Sequence [16-bit]

- Deferred Rendering

- Anti-aliasing: Spatial Sample 1 | Temporal Sample 15 | Override AA | Method None

Test 02:

_Changed to Spatial AA with 64 Samples_

It kinda took out the ghosting but added some weird light artifacts

- 2560x1440

- .exr Sequence [16-bit]

- Deferred Rendering

- Anti-aliasing: Spatial Sample 64 | Temporal Sample 1 | Override AA | Method None

I’m using Ultra Dynamic Sky and haven’t messed with any parameters related to light.

I’ll run more tests and will update here if I find a fix.

Hopefully this can be fixed soon.

Thank you all!

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**Author:** ![nathanvillanova](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@nathanvillanova](https://forums.unrealengine.com/u/nathanvillanova)\
**Post date:** [November 17, 2025, 4:06am UTC](https://forums.unrealengine.com/t/ghosting-artifacts-when-rendering-metahuman-character-motion-movie-render-queue/2675733/2 "2025-11-17T04:06:06Z")

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Disabled Volumetric Fog in UltraDynamicSky and the problem went away… Now I have to figure out how to keep Volumetric Fog and eliminate only the ghosting issue

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**Author:** ![nathanvillanova](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@nathanvillanova](https://forums.unrealengine.com/u/nathanvillanova)\
**Post date:** [November 18, 2025, 3:14pm UTC](https://forums.unrealengine.com/t/ghosting-artifacts-when-rendering-metahuman-character-motion-movie-render-queue/2675733/3 "2025-11-18T15:14:41Z")

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Using the command `r.VolumetricFog.HistoryWeight 0` in the Console Variables when rendering solved the issue – almost – completely. The remaining ghosting is practically imperceptible now.

This solution was based on a solution given by @Arkiras in the following forum post:

> [@UE5 Sky Volumetric Lighting Ghosting, Any Solution?](https://forums.unrealengine.com/t/ue5-sky-volumetric-lighting-ghosting-any-solution/1283444/2):
>
> Volumetric fog has a heavy temporal filter in order to make the quality/performance acceptable for realtime. You can adjust the temporal weight using the cvar: r.VolumetricFog.HistoryWeight It defaults to 0.9, lowering it should make the fog more responsive to lighting, but it will be less stable (more noise/flickering). A better solution most of the time is to just try to achieve your scattering effect some other way (most games just use camera facing billboards), there’s a good chance it wil…

Final result video test:

Solved!
