I’m making a first person shooter, and I’ve run into two problems with the way the weapon is rendered in first person.
- When the player moves or rotates, motion blur occurs on the weapon, even if it hasn’t moved relative to the player’s view. I’m currently updating the weapon’s transform at the end of each tick via APlayerCameraManager::UpdateCamera. Is there a flag that disables motion blur on a given mesh, or am I moving the weapon incorrectly? If it matters, the weapon is currently a separate actor from the character.
- The front of the weapon is culled when looking closely into a wall. Is there a way to render the weapon in a separate pass, or is there some depth trickery you can do on a mesh to prevent this?
I’ve dug through the ShooterGame example looking for solutions to these problems, but I haven’t been able to figure out much. Any help is appreciated!