# 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:** 1\
**Showing post:** 3

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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!

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