Yes, although for me to see whatâs going on I guess youâd need to divide the coordinates so the the grids are bigger. I canât tell whatâs moirĂ© vs the grid actually moving.
But what youâre looking for is if the grid is actually stable. When the player or camera moves, the world coordinates should remain the same. If thatâs not happening, and you arenât somehow altering world coordinates, that only leaves the bug Arkiras mentioned.
It works for me, as you can see aboveâŠ
Should work fine if your screen percentage is set to 100
Screen percentage is set to 100. But still doesnât work.
But, I played around with display resolutions. Anything above 1600x900 doesnât work. But below that, and including, all fine. Iâm on Windows.
I tried a smaller level, and the grid moves. So itâs probably that bug. So I guess at this point I can only wait?
Rather than using the world position node you could try reconstructing the world position mathematically from the depth buffer.
As far as I know this bug has existed since UE4 when temporal upscaling was first introduced, it has been reported and closed multiple times and will most likely never be fixed.
Thanks a lot, guys. Thereâs another issue that itâs not working at runtime at all.
Obviously you need to change the collection parameter at runtime
Derp, sorry, Iâm a noob.
Good news is, even if it doesnât work well in the editor at higher resolutions, it seems to be working fine at runtime. I tried 4k and itâs fine. Fingers crossed.
Late update on this: NOPE, still doesnât work. I was wrong, monitor resolution has nothing to do with it. Apparently itâs FXAA!?? Turning it lower than HIGH, makes the issue re-appear. I didnât experiment with any other scalability settings though. I have FXAA settings in my settings menu, which Iâm changing through the console command node. Thatâs why I was able to catch it.
I even tried it in a new project, and itâs the same. Granted, i had to migrate many of my assets to the new project, so if itâs any of them causing it, i donât know, but itâs not that many and itâs only stuff made in engine, nothing imported. I have no 3rd party plugins installed either.
At one point, I thought maybe itâs because I have a Persistent level + a streaming level loaded at the same time, and maybe Absolute World Position gets confused that way? But I tried it in a single level on its own, and same issue occurs.
Completeley lost here.